Editing the Mesh of one Gameobject then the instances

Hi there,

i am trying to create a dynamic generator for something like a wall of bricks.
The Problem is:

I got one Gameobject i use to instantiate(like i use always the same brick to build the wall)
Assign it to a new Gameobject via “newGameobject = oldBrick;”
Now i resize the new Gameobject but not via scaling but via modifying the mesh(thats important for me).

This is the Process, for one Brick it just works fine but when i get to the second and modify it i also modify the first one automaticly… :frowning:

It is very anoying and i got no clue how to assign it to a new Gameobject so that it will be a NEW one not just a reference to the old one…

Please help me! :frowning:

you know, figuring out what you’ve done wrong in your code is much easier if you post your code (using the [code ] [/code ] tags of course because you’ve read the stickies at the top of the forum about how to use them… right?)

specifically, the code relating to

Yeah i did but the code is big ass long… :frowning:
but i found an answer to my question:

simply instantiate to the new Gameobject, like this:

GameObject newObject = (GameObject) Instantiate(oldBrick);

Thanks anyway! :slight_smile: