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Question by Stef · Nov 29, 2011 at 02:36 AM · objectschangemultiplevaluesedit

edit values for multiple objects concurrently

Lads, I'm creating a scene with a lot of box colliders. I'd like to be able to tweak certain properties like 'Mass' for all colliders at the same time. Currently I have to open each box collider and tweak the values one at a time, and t$$anonymous$$s is time consuming... any suggestions?...

Thx,

Stef

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avatar image syclamoth · Nov 29, 2011 at 05:30 AM 0
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Editor script, or at runtime? In any case, there's a method that is common to both, which I'll outline below.

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Answer by syclamoth · Nov 29, 2011 at 05:36 AM

The most straightforward way, in the editor, is to just use prefabs for the boxes! If you create and instantiate a single prefab, as long as you don't change the 'mass' value on the instantiated box you can change the value on the prefab in the project view (or by clicking apply in the scene view), and all the instances in the scene will automatically update to reflect that change.

If, for some reason, t$$anonymous$$s won't work for you (for example, if you have to do t$$anonymous$$s at runtime), you can do it using Unity's tagging system!

Whenever you create one of these boxes, give it a tag corresponding to a 'type' of box (t$$anonymous$$s allows you to have several independently-controlled boxkinds). Then, when you want to change the mass of all the boxes, use t$$anonymous$$s function-

 public void ChangeMassWithTag(string tag, float newMass)
 {
     foreach(GameObject obj in GameObject.FindGameObjectsWithTag(tag))
     {
         Rigidbody objBody = obj.rigidbody;
         // Make sure the rigidbody actually exists!
         if(objBody != null)
         {
             objBody.mass = newMass;
         }
     }
 }

T$$anonymous$$s will work both at runtime, and in the inspector- just call it like t$$anonymous$$s:

 // to change the masses of 'barrel' objects to 5.6
 ChangeMassWithTag("barrel", 5.6f);
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