//Vector3 posChange = new Vector3(2, 2, 0); // Use this for initialization void Start() { //Creates the cube GameObject GameObject cube = new GameObject(); //Works through creating the 8x8 wall of cubes for (int x = 0; x < 8; x++) { for (int y = 0; y < 8; y++) { // The position I want the wall to start at (close to player) float posX = 429.89f; float posY = 0.528f; float posZ = 229.5f; //Moves the position of each box as the for loop goes through it Vector3 position = new Vector3(posX + y * cubeW, posY + x * cubeH, posZ); //My attempt at instantiation //Rigidbody instanstiateCube = Instantiate(cube, transform.position = positionCube, transform.rotation) as Rigidbody; //Actual creation of the cube as a cube game object cube = GameObject.CreatePrimitive(PrimitiveType.Cube); //Positions the new cube into the position of the position vector cube.transform.position = position; //Makes the cubes a rigidbody Rigidbody gameObjectsRigidBody = cube.AddComponent<Rigidbody>(); //Changes the mass of the cubes gameObjectsRigidBody.mass = 0.5f; } } }
//Vector3 posChange = new Vector3(2, 2, 0); // Use this for initialization void Start() { GameObject cube = new GameObject(); for (int x = 0; x < 9; x++) { for (int y = 0; y < 9; y++) { float posX = 430.0f; float posY = 0.528f; float posZ = 220.0f; Vector3 position_ = new Vector3(posX + y * cubeW, posY + x * cubeH, posZ); //Rigidbody instanstiateCube = Instantiate(cube, transform.position = positionCube, transform.rotation) as Rigidbody; cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = position_; Rigidbody gameObjectsRigidBody = cube.AddComponent<Rigidbody>(); // Add the rigidbody. gameObjectsRigidBody.mass = 0.5f;//Set the GO's mass to 1 via the Rigidbody. } } }