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Question by jayamohanan96 · Nov 01, 2017 at 01:34 AM · rigidbodylistinstantiate-game-object

How can I have an access to the rigidbody component of each instantiated object?

In Game Controller script, I have instantiated a stream of balls falling from top of the screen. I stored the references to these instantiated objects in a list whereby I can access it using listname[index]. .How can I have an access to the rigidbody component of each instantiated object? Here is my script. Where should I add the rigid body codes to access the rigid body components of the spawned objects. Here I have limited the action to setactive (false) of the list elements. What I wanted is to change the velocity of list elements.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ballmove : MonoBehaviour 
 {
     public GameObject enemy;
     public Vector3 spawnPosition; 
     public float spawnWait;
     public float startWait;
     public bool stop;
     int i;
     List<GameObject> abc;
 
     void Start () 
     {
         int i = 0;
         StartCoroutine (waitSpawner ());
         abc = new List<GameObject> ();
         
     }
     
     void Update () 
     {
         if (Input.GetKeyDown (KeyCode.RightArrow))
         {
             abc [i].SetActive (false);
             i++;
         }
             
     }
     IEnumerator waitSpawner () 
     { 
         yield return new WaitForSeconds (startWait); 
         while (!stop) 
         {
             GameObject thisobject = Instantiate (enemy, spawnPosition, gameObject.transform.rotation) as GameObject; 
             abc.Add (thisobject);
             yield return new WaitForSeconds (spawnWait); 
         }
     }
 }
 
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Answer by FlaSh-G · Nov 01, 2017 at 10:49 AM

You could reference the rigidbodies directly in a list rather than referencing the gameobjects. You can then even directly reference the prefab's rigidbody:

 public Rigidbody enemy;
 List<Rigidbody> rigidbodies;

and

 Rigidbody thisobject = Instantiate (enemy, spawnPosition, gameObject.transform.rotation) as Rigidbody; 
 rigidbodies.Add(thisobject);

You can then access a list item rigidbody's gameobject easily:

 rigidbodies[i].gameObject.SetActive(false);

I think this is nicer than many other ways you could do this - which includes using GetComponent on your gameobjects every time you want its rigidbody, or storing both the gameobject and its rigidbody in a struct that is saved in a list.

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