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Question by Kk1496 · Mar 31, 2015 at 10:31 AM · c#uiinstantiategridalgorithm

Improving Grid Algorithm

HI

I am trying to instantiate a 4X4 grid of Ui buttons. these buttons are children of a Panel object. Is ther a cleaner way of instantiating and placing these buttons.

 using UnityEngine;
 using System.Collections;
 
 public class GameManager : MonoBehaviour {
 
     private GameObject[] button;
     private GameObject panel;
     private Vector2 gridSize;
 
     void Start ()
     {
         gridSize = new Vector2 (4, 4);
         panel = GameObject.Find ("PlayArea");
         button = new GameObject[16];
         for (int i = 0; i < button.Length; i++)
         {
             for (int x = 0; x < gridSize.x; x++)
             {
                 for (int y = 0; y < gridSize.y; y++)
                 {
                     button[i] = (GameObject)Instantiate (Resources.Load ("Button"));
                     button[i].transform.SetParent (panel.transform, worldPositionStays:true);
                     button[i].transform.position += new Vector3 ((x * 60) + 150, (y * 80) + 40, 0);
                 }
             }
         }
     }
 }
 
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Answer by Kk1496 · Apr 10, 2015 at 12:19 PM

I ended up using a Grid Layout Group Component and didn't need to place the buttons via script at all. I just needed to instant irate the buttons.

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