// Use this for initialization void Start() { manager = this.gameObject.GetComponent <LeapManager> (); Debug.Log(this.ToString() + manager.ToString()); //Create finger bones finger_bones = new GameObject[NUM_FINGERS, NUM_BONES]; for (int i = 0; i < NUM_FINGERS; i += 1) { for (int g = 0; g < NUM_BONES; g += 1) { //Debug.Log ("Creating Sphere"); //Insert prefab fingerbone in spheres array //finger_bones [i, g] = Instantiate(FingerBone, new Vector3(5,20,190), Quaternion.Euler(0,0,0)) as GameObject; //finger_bones [i, g].GetComponent<Rigidbody> ().MovePosition (new Vector3 (5, 1, 190)); finger_bones [i, g] = Instantiate(FingerBone) as GameObject; //finger_bones [i, g].GetComponent<Rigidbody> ().MovePosition (new Vector3 (5, 1, 190)); //Change scale of fingerbone finger_bones[i, g].GetComponent <BoneManager>().scale = 0.2f * fingerBoneScale; finger_bones[i, g].GetComponent <BoneManager>().boneMass = boneMass; finger_bones[i, g].GetComponent <BoneManager>().targetPosition.y = 200; //finger_bones[i,g].transform.position = new ; //spheres[i, g].transform.localScale = new Vector3 (scale, scale, scale); } } //Create palm bone palm_bone = Instantiate(FingerBone, new Vector3(5, 1, -130), Quaternion.Euler(0, 0, 0)) as GameObject; palm_bone.GetComponent <Rigidbody> ().MovePosition(new Vector3(5, 1, -130)); palm_bone.GetComponent <BoneManager> ().scale = 0.4f * fingerBoneScale; palm_bone.GetComponent <BoneManager> ().boneMass = boneMass; }