Rearranging pre-existing objcets into a grid

This really should be simple, but I can’t seem to rap my head around the logic

I’m trying to create a grid using objects that already exist in the world. I can create a grid as the objects are instantiated just fine, but can’t seem to do it with pre-existing objects

In my Hierarchy, I have an EmptyGameObject named “myEmptyGameObject” and it has 4 Child Objects

Here’s my code

//Re-arranges pre-existing objects into a Row, Column or Grid

using UnityEngine;
using System.Collections;

public class listToGridTest : MonoBehaviour 
{
	
	public float newY;
	public float newX;
	bool finishedSpawning;
	
	void Start() 
	{
		StartCoroutine(SortCoroutine());
	}
	
	// Update is called once per frame
	void Update () 
	{
		if (!finishedSpawning)
			return;
	}


	private IEnumerator SortCoroutine()
	{
		finishedSpawning = false;
		
		Transform otherGameObject = GameObject.Find("myEmptyGameObject").GetComponentInChildren<Transform>();
		
		int grids = otherGameObject.childCount;
		for (int i = 0 ; i <= grids - 1; i++)
		{
			for (int y = 2; y > 0; y--) 
			{
				newY += y*2;
				otherGameObject.GetChild(i).transform.position = new Vector3(newX, newY, 1);
				
				for (int x = 0; x < 2; x++) 
				{
					newX += x*2;
					otherGameObject.GetChild(i).transform.position = new Vector3(newX, newY, 1);
				}
				yield return new WaitForSeconds(1f);
			}
		}
		
		finishedSpawning = true;
	}

}

I seem to have hit a mental block

If you use a Grid Layout Group script on your empty GameObject, this should happen automagically.

I got the answer to my question here

http://forum.unity3d.com/threads/rearranging-pre-existing-objcets-into-a-grid.316816/