Instantiate GameObject in grid

Hello everyone,

I need to instantiate all my gameObject taken from the folder “Target” in Resources in a grid view. So with row and column.

I tried this in PlayMode and I don’t see any gameObject but in the objectList

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

public class GeneratingObjects : MonoBehaviour
{
    public float x_Start, y_Start;
    public int columnLength, rowLength;
    public float x_Space, y_Space;
    public GameObject[] objectList;
    private GameObject obj;

    //public Transform buttonContainer;

    // Start is called before the first frame update
    void Start()
    {
        objectList = Resources.LoadAll<GameObject>("Target");

        for (int i = 0; i < columnLength * rowLength; i++)
        {
            foreach (GameObject objs in objectList)
            {

                Instantiate(objs, new Vector3(x_Start + (x_Space * (i % columnLength)), y_Start + (-y_Space * (i / columnLength))), Quaternion.identity);
            }
        }
    }
}

Any help?

Thank you

You’re welcome to see grid-layout spawners in my MakeGeo project.

There are at least two relevant scenes, just search the word “grid”

MakeGeo is presently hosted at these locations:

https://bitbucket.org/kurtdekker/makegeo

https://github.com/kurtdekker/makegeo

Hey, I solved it by myself, but I want to make the row dynamically: infinite row as the number of my objects.

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

public class GeneratingObjects : MonoBehaviour
{
    public float x_Start, y_Start;
    public int columnLength, rowLength;
    public float x_Space, y_Space;
    public GameObject[] objectList;

    //public Transform buttonContainer;

    // Start is called before the first frame update
    void Start()
    {
        objectList = Resources.LoadAll<GameObject>("Target");

        for (int i = 0; i < columnLength * rowLength; i++)
        {
                Instantiate(objectList[i] as GameObject, new Vector3(x_Start + (x_Space * (i % columnLength)), y_Start + (-y_Space * (i / columnLength))), Quaternion.identity);
        }
    }
}

Sounds good, how is it going?

If you have no idea what the code above is doing, start there.

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

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 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.

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.

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 or iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

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://discussions.unity.com/t/839300/3

To make them as long as you have objects?..Use your gameobjects lists length the count of the row…or column.

Oh yeah, thanks so much. I don’t know why I didn’t think before

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