Assigning tag on runtime break loop in C# unity3D 4.3.

Hi,
I am working on 2D game in unity 4.3. I have a single red and blue ball and I want to create their clones on runtime and adding into different array with different tag but what happen when I try to assign tag then its break loop and just run code on above of assigning tag code.
Below is my code to create 5 5 red and blue balls.

    int i =0;
	int tag=1;
	float differenceX = 0.25f;
	float differenceY = 0.25f;
	while(i<5){

		Vector3 position = new Vector3(blueBall.transform.position.x+differenceX,blueBall.transform.position.y,blueBall.transform.position.z);
		GameObject redBall1 = Instantiate(redBall,position,Quaternion.identity) as GameObject;
		tag = tag+i;
		redBall1.gameObject.tag = "RedBall"+tag;

		Vector3 positionBlue = new Vector3(blueBall.transform.position.x+differenceX,blueBall.transform.position.y-differenceY,blueBall.transform.position.z);
		GameObject blueBall1 = Instantiate(blueBall,positionBlue,Quaternion.identity) as GameObject;
		blueBall1.gameObject.tag = "BlueBall"+tag;
		redBallsArray *= redBall1;*

_ blueBallsArray = blueBall1;_
* differenceX =differenceX+0.25f;*
* i++;*
* }*
Code break from “redBall1.gameObject.tag = “RedBall”+tag;” and not execute code after that and when I block this line then it works fine and create all ball otherwise its just show only only one ball.
I also tried with “blueBall1.transform.tag” and “blueBall1.tag”. Kindly tell me any other approach to assigning tag or other technique to store each object with different identity in array. Thanks in advance.

Tags needs to exist in the Tag List settings in the editor prior to entering playmode in order to be assigned. In your case I would think it is better to use the name property.

redBall1.gameObject.name = "RedBall"+tag;