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Bug How do I instantiate specific objects from a list?

Discussion in 'Scripting' started by SussyNooby, Jun 23, 2023.

  1. SussyNooby

    SussyNooby

    Joined:
    Jun 23, 2023
    Posts:
    1
    Basically, I am making a puzzle-like game where you can split your limbs and stuff like that. For now, I made just squares with different colors which are prefabs. So there is the red cube which is the full body and 4 other cubes which are body parts (head, arms, legs, and torso). I wrote a code, but for some reason, it doesn't work.

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class Division : MonoBehaviour
    {
    [SerializeField] List<GameObject> limb = new List<GameObject>();
    [SerializeField] GameObject full;

    void Update()
    {
    if (Input.GetKeyDown(KeyCode.F))
    {
    if (GameObject.Find("full") != null)
    {
    PartOne();
    }

    else {
    }
    }
    }

    private void PartOne()
    {
    Instantiate((limb[0, 4]), new Vector3((limb[0, 4]) * 2.0f, 0, 0), Quaternion.identity);
    }
    }

    Can someone help? Thanks
     
  2. orionsyndrome

    orionsyndrome

    Joined:
    May 4, 2014
    Posts:
    3,043
    What is the point of this? You cannot access a one-dimensional list with a two-dimensional indexer.
    Lists are always one-dimensional. If you want a two-dimensional one (which I don't recommend) you need to declare it like this List<List<X>> and it's still technically not two-dimensional, but a list of lists. So again, you cannot use a two-dimensional indexer.
     
    Yoreki likes this.
  3. orionsyndrome

    orionsyndrome

    Joined:
    May 4, 2014
    Posts:
    3,043
    Also make sure to use code tags for your code.
     
  4. TiggyFairy

    TiggyFairy

    Joined:
    Dec 22, 2019
    Posts:
    413
    Did you add the parts to the list? Have you tried searching for the part name in your scene?
     
  5. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,561
    Time to start debugging! Here is how you can begin your exciting new debugging adventures:

    You must find a way to get the information you need in order to reason about what the problem is.

    Once you understand what the problem is, you may begin to reason about a solution to the problem.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling
    Debug.Log()
    statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the names of the GameObjects or Components involved?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also supply a second argument to Debug.Log() and when you click the message, it will highlight the object in scene, such as
    Debug.Log("Problem!",this);


    If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

    You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

    You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    Visit Google for how to see console output from builds. If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer for iOS: https://forum.unity.com/threads/how-to-capturing-device-logs-on-ios.529920/ or this answer for Android: https://forum.unity.com/threads/how-to-capturing-device-logs-on-android.528680/

    If you are working in VR, it might be useful to make your on onscreen log output, or integrate one from the asset store, so you can see what is happening as you operate your software.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494

    "When in doubt, print it out!(tm)" - Kurt Dekker (and many others)

    ALSO: keep this in mind:

    Note: the
    print()
    function is an alias for Debug.Log() provided by the MonoBehaviour class.
    Remember the first rule of GameObject.Find():

    Do not use GameObject.Find();

    More information: https://starmanta.gitbooks.io/unitytipsredux/content/first-question.html

    More information: https://forum.unity.com/threads/why-cant-i-find-the-other-objects.1360192/#post-8581066

    In general, DO NOT use Find-like or GetComponent/AddComponent-like methods unless there truly is no other way, eg, dynamic runtime discovery of arbitrary objects. These mechanisms are for extremely-advanced use ONLY.

    If something is built into your scene or prefab, make a script and drag the reference(s) in. That will let you experience the highest rate of The Unity Way(tm) success of accessing things in your game.
     
  6. zulo3d

    zulo3d

    Joined:
    Feb 18, 2023
    Posts:
    510
    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4.  
    5. public class Division : MonoBehaviour
    6. {
    7. public GameObject[] limbs;
    8. public GameObject full;
    9.  
    10. void Update()
    11. {
    12.     if (Input.GetKeyDown(KeyCode.F))
    13.     {
    14.         if (full!=null)
    15.         {
    16.             foreach (GameObject limb in limbs)
    17.             {
    18.                 Instantiate(limb,full.transform.position,Quaternion.identity);
    19.             }
    20.             Destroy(full);
    21.         }
    22.     }
    23. }
    24.  
    25.  
    26. }
    27.