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Question by haimmoshe · Nov 01, 2017 at 11:35 AM · c#scripting problemscript.

How can i position gameobject one next the other with equal gap/space between them considering the gameobject width ?

The problem is that each Prefab have another width size so even if i set the gap between them to 50 and it is 50 since not all prefabs same width it looks like the gap between them is not the same:

In the screenshot you can see on the bottom: The Island And on the top of it you can see: Hello World The: The Island is not the same script but it show what i mean to make the prefabs to be the same gap. That is what i want the: Hello World to be like.

I'm setting in the script a gap of 50 and when i check the prefabs/gameobjects positions the gap between them is indeed 50 the problem is that the GameObject H is not same width like l or like o or like r

Hello World

What i want is to make the Hello World to be same like The Island when i position the gameobjects. Each letter is a prefab: H is prefab E is prefab l and l each are prefab o is prefab....

 using System.Collections;
 using System.Collections.Generic;
 using System.IO;
 using System.Linq;
 using UnityEngine;
 
 public class ClickOnKeys : MonoBehaviour
 {
     public GameObject[] prefabs;
     public int gap = 50;
     public int offset = 0;
 
     private GameObject go;
 
     void Start()
     {
         prefabs = Resources.LoadAll("Prefabs", typeof(GameObject)).Cast<GameObject>().ToArray();
 
         foreach (GameObject prefab in prefabs)
         {
             if (prefab.name == "Letters")
             {
                 go = prefab;
             }
         }
 
         transform.localPosition = new Vector3(0,0,0);
     }
 
     void Update()
     {
         if (Input.anyKey)
         {
             foreach (Transform child in go.transform)
             {
                 if (Input.inputString == child.name)
                 {
                     Transform clone = Instantiate(child);
                     clone.parent = transform;
 
                     clone.transform.eulerAngles = new Vector3(0, 0, 0);
                     offset += gap;
                     clone.transform.position = new Vector3(-offset, 0, 0);
                 }
             }
         }
     }
 }


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avatar image AidanHorton · Nov 01, 2017 at 11:41 AM 0
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Just a question, but why not just create a UI text element, and then modify the text attribute of it? Anyway if you didn't want to do that, you could simply attach a script to each prefab which holds a public reference to the width of the character. Then inside the script where you spawn the text, you take into account the width using this reference:

 prefab[n].GetComponent<script_name>().width

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