Why are my indexes going all over the place?

Hello, I am making code to assemble a chess board.
Here is my code:

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

public class CreateBoard : MonoBehaviour
{
    public GameObject TempTile;
    public GameObject clone;
    public Transform TileParent;
    public List<int> positions = new List<int>() {0, 59, 118, 177, 236, 295, 354, 413};
    public List<string> letters = new List<string>() {"a", "b", "c", "d", "e", "f", "g", "h"};
    public string startingHash;

    void Start() {
        BuildTiles();
    }

    public void BuildTiles() {
        for(int i = 0;  i < 7; i++) {
            Debug.Log(i.ToString());
            for(int a = 0;  a < 7; i++) {
                Debug.Log(a.ToString());
                clone = Instantiate(TempTile, new Vector3(positions[i], -positions[a], 0), new Quaternion(0, 0, 0, 0), TileParent);
                clone.SetActive(true);
                clone.name = letters[a] + i.ToString();
                if(a%2 == 0 && 1%2 != 0){
                    clone.GetComponent<Image>().color = new Color32(0, 0, 0, 100);
                }else{
                    clone.GetComponent<Image>().color = new Color32(255, 255, 255, 100);
                }
            }
        }
    }
}

Here is the output:
0
0
0
0
0
0
0
0
0
0

i++ on the for a = 0 loop you want an a++ it’s an i++

Final part of line 22

Good luck on the project I am doing chess myself.

I recommend using int x and y Instead of int a and I

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