# How do i Instantiate gameObjects in between multiple points?

Hello i am having some trouble trying to instantiate GameObjects in between multiple points, but i am not getting the results that i want. This is what i am trying to achieve in Pic1, and the results i am getting in Pic2 if anyone know’s how to do this?

Pic1
[75597-capture03.png*|75597]
Pic2
[75598-capture04.png*|75598]

Here is the code so you know what i have done

``````using UnityEngine;
using System.Collections;

public class Points : MonoBehaviour {

public Transform[] points;
public GameObject GameObj;
public float GameObjectAmount = 2;

void Start () {
for (int i = 0; i < points.Length; i++)
Instantiate(GameObj, points*.position / GameObjectAmount, Quaternion.identity);*
``````
• }*

I’m not sure what you are trying to do with the calculation:

``````points*.position / GameObjectAmount*
``````

But it looks wrong to me.
If I am reading your question correctly, I THINK you want to instantiate between the points…
for (int i = 0; i < points.Length-1; i++)
{
Instantiate(GameObj, Mathf.Lerp(points_.position, points*.position, .5f), Quaternion.identity);
}*
Note the points.Lenght-1 in the loop, you’ll need that or you will go out of bounds._

// Yawn… Probably something like this. Didn’t test it because… well, I’m working on my game at the moment and didn’t want to clear the current scene for you public class Points : MonoBehaviour
{
public Transform points; // I’m assuming this is coordinate of all your sugar cube.
public GameObject GameObj; // Object you want to duplicate
public float GameObjectAmount = 2; // Why is this float, you cannot have “half” a game object ``````    void Start()
{
duplicateObject(GameObj, (int) GameObjectAmount);
}

public void duplicateObject(GameObject original, int howmany)
{
howmany++; // Because Logic!
for (int i = 0; i < points.Length-1; i++)
{
for (int j = 1; j < howmany; j++)
{
Vector3 position = points_.position + j * (points[i + 1].position - points*.position) / howmany; // Because Logic!*_
``````

Instantiate(original, position, Quaternion.identity);
}
}
}
}