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Question by solutionlab · Jul 23, 2019 at 09:50 AM · prefabcontrolconnectinstatiate

How to tell the number of instantiated object

Hey guys, In my project I instantiate a GameObject everytime I hit right mouse button. At the same moment I am creating an listelement in my flexible list. I want to control a specific GameObject with the corresponding listelement e.g delete the second one called "Schweißnaht 2". The GameObject (sphere) and the listelement are both prefabs.

How can i connect them so I can control the GameObjects within the corresponding listelement?

Kind regards, Stefan

alt text

   //creating a listelement
                         display = (GameObject)Instantiate(ItemDisplayPrefab);
     
                         //target in hierarchy
                         display.transform.SetParent(targetTransform, false);
     
                         //Change name
                         display.name = "Schweißnahtelement " + SchweißnahtZahl ;
                         Debug.Log(Nahtzahl);
 
 //Creating an element
 void CreateFirstElement(Vector3 mousePosition)
     {
         //create object
         newObject = Instantiate(Kugel, mousePosition, transform.rotation);
         
         //name object and increase counter
         newObject.name = "Punkt " + Counter;
         Counter++;
 
         //Rotation des Objektes auslesen
         mousrot = newObject.transform.localEulerAngles;
 
         // Which type is it
         Typ = ButtonChangeSphereType.Type;
 
 //add coordinates to list
         Trajektory.Add(new Trajektory(mousposneu.x, mousposneu.y, mousposneu.z, mousrot.x, mousrot.y, mousrot.z, Typ));
 
        
 
         //target in hierarchy
         newObject.transform.parent = newContainer.transform;
         
     }
 
 
 
instatiatedobjects.png (138.5 kB)
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avatar image Hellium · Jul 22, 2019 at 09:39 AM 0
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Please edit your question and provide your current code.

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Answer by Goat-Boy · Jul 23, 2019 at 12:33 PM

It sounds like you want to create a struct that holds both your trejectory information and a refrence to the corresponding gameObject. You then have a list of those structs that you can add to whenever you Instanciate a new ball.

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Answer by solutionlab · Jul 24, 2019 at 06:00 AM

Hey Goat-Boy, thanks for the answer :-) I added two lines of code:

  //Create Object for listelement 
                     display = (GameObject)Instantiate(ItemDisplayPrefab);
 
                     //target
                     display.transform.SetParent(targetTransform, false);
 
 
 
                     **//giving attribute Pos the acutal weld-number
                     var thescript = display.GetComponent<ButtonActionManager>();
                     thescript.Pos = SchweißnahtZahl;**
 
 
             
                     //change Name
                     display.name = "Schweißnahtelement " + SchweißnahtZahl ;


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