Hello! This question has been asked and answered a lot, but I have not been able to use those answers and apply them to my situation…hence I have to go ahead and ask this question yet again.
http://forum.unity3d.com/threads/46032-Array-of-GameObjects-solved
This is the main one I’ve been looking at, but I’ve also been checking out other answers…
Like everyone, I want to add a bunch of GameObjects to an array, in my case I want to do this on a trigger. And the array is a target, where once I press a button I want to be able to destroy the objects in that array, tetris kinda?
public var MultiTarget : GameObject[];
This is what I’d assume would work as an array that gets filled with GameObjects.
function OnTriggerStay (collider : Collider) {
if (collider.gameObject.tag == "MultiMarker")
{
inputscript.MultiTarget.Add(gameObject);
}
}
And here is one example of the many ways I’ve tried to work it out. (adding to the collision even hasn’t helped either).
Unity gives me the error:
Cannot convert ‘UnityEngine.GameObject’ to ‘UnityEngine.GameObject’.
So my question is,
how am I to add a bunch of GameObjects (anything from 1-9 or more!) to an array on trigger enter?
And also, how would I go about destroying everything in that array once I input whatever button?
Destroy(SingleTarget);
This is what I use for single targets, easy enough.
Destroy(MultiTarget[]);
Would this just…work?
I hope somebody has an answer (or link!) to this.
the whole new Array(); workflow doesn’t want to work either…
Thank you!
Try: inputscript.MultiTarget[inputscript.index] = collider.gameObject; inputscript.index++; The array class doesn't appeared in the inspector. To test if the array is filled, just print it using Debug.Log. Put one after
– FLMultiTarget.Add(collider.gameObject);line.