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Question by Nate1576 · Jan 03 at 03:32 AM · gameobjectrigidbodyforeachrigidbody.velocity

Why is it trying to grab the wrong rigidbody?

From my understanding, foreach loops through an array of objects; if no elements are present in that array it returns null.

Going off that information, I have a foreach loop that doesn't seem to be executing properly:

 void MovementControl() // Controls platform movement
     {
         Vector3 movementVector = new Vector3(0f, 0f, moveSpeed * Time.deltaTime);
         platformRigidbody.velocity = movementVector;        
 
         // Cycle through GameObject[] platforms and add a movement speed via force onto rigidbody        
         platforms = GameObject.FindGameObjectsWithTag("Platform");
         foreach(GameObject platform in platforms)
         {
             platformRigidbody = platform.GetComponent<Rigidbody>();
             platformRigidbody.velocity = movementVector;
             if(platform.transform.position.z > removePositionZ){ Destroy(gameObject); }
         }        
     } 

The above code should cycle through every GameObject, find the attached rigidbody and apply a movement vector onto it.

So, why does it try to grab the rigidbody from the Spawner?

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Answer by wfreeman480 · Jan 04 at 02:36 AM

Not 100% sure how foreach loops work but check out this thread here to see if it helps!

https://answers.unity.com/questions/164600/foreach-loop-with-an-array-of-gameobjects.html

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avatar image Nate1576 · Jan 08 at 04:03 PM 0
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Thanks for the reply! I was able to figure out the issue.

Just under the Vector3 instantiation there is platformRigidbody.velocity = movementVector; which also appears in the foreach loop. Removing this line fixed the issue.

Not entirely sure as to the reasoning for this but it was the solution. Hopefully someone with a little more experience will be able to shed some light.

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