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Question by KiritoAsunaYui · Mar 15, 2020 at 07:58 PM · gameobjectinstantiatelist

Add force to each object individually from a list immediately after it has been instantiated. ,Applying force to a listed object after it has been instantiated

So I am trying to add a force to a listed object and only that object immediately after it has been instantiated from a list. In this code, as you might see, applies a force to all objects each time an object in the list is added and instantiated. I don't really know how to explain this further, but if you ask questions I will answer. I will work on this myself in the meantime. Thank you for answering.

 while (count >= 0f && OVRInput.Get(OVRInput.Touch.SecondaryThumbstick) && OVRInput.Get(OVRInput.Button.SecondaryIndexTrigger) && OVRInput.Get(OVRInput.Button.SecondaryHandTrigger))
             {
                 count -= .1f;
                 transPY = Random.Range(-90f, 90f);
                 transPX = Random.Range(-90f, 90f);
                 cone1 = new Vector3(transPos.transform.position.x + .1f, transPos.transform.position.y, transPos.transform.position.z);
 
 
                 sphereClones.Add(Instantiate(sphere, cone1, transPos.transform.rotation));
 
                 foreach (GameObject clone in sphereClones)
                 {
                     clone.transform.GetComponent<Rigidbody>().AddRelativeForce(transPos.transform.forward.x * transPX, transform.position.y * transPY, transform.forward.z * 100f);
                 }
 
                 print("X: " + transform.forward.x * transPX);
                 print("Y: " + transform.position.y * transPY);
                 print("Z: " + transform.forward.z * 100f);
 
                 //print("Works");
                 astra = "";
 
 
                 IEnumerator WaitDestroy()
                 {
                     var emberOut = 0;
                     foreach (GameObject clone in sphereClones)
                     {
 
                         yield return new WaitForSeconds(.05f);
                         Destroy(sphereClones[emberOut]);
                         emberOut += 1;
 
 
                         //print("COUNT: " + sphereClones);
                         //print("EMBER: " + emberOut);
                     }
 
                 }
 
 
                 if (count <= 0f)
                 {
                     IEnumerator KeepWaiting()
                     {
                         spawnBalls = false;
                         count = 10f;
                         yield return new WaitForSeconds(1f);
                         StartCoroutine(WaitDestroy());
                     }
 
                     StartCoroutine(KeepWaiting());
                 }
                 break;
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Answer by metalted · Mar 15, 2020 at 08:20 PM

If you only want to add force to the last object and not all of them, couldn't you change:

 foreach (GameObject clone in sphereClones)
                  {
                      clone.transform.GetComponent<Rigidbody>().AddRelativeForce(transPos.transform.forward.x * transPX, transform.position.y * transPY, transform.forward.z * 100f);
                  }

Into this:

 sphereClones[sphereClones.Count - 1].transform.GetComponent<Rigidbody>().AddRelativeForce(transPos.transform.forward.x * transPX, transform.position.y * transPY, transform.forward.z * 100f);
                  }


So instead of applying it to all, apply it to the last.

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