Generate and translate GameObjects

Hi all,

I want to tranform multiple objects with variables from an array.
It works but is very unflexible.

Any inputs on how to do this with a loop?
Thanks :slight_smile:

sphereA.transform.position = (new Vector3(UDPClient.kinect[0], UDPClient.kinect[1], UDPClient.kinect[2]));
        sphereB.transform.position = (new Vector3(UDPClient.kinect[3], UDPClient.kinect[4], UDPClient.kinect[5]));
        sphereC.transform.position = (new Vector3(UDPClient.kinect[6], UDPClient.kinect[7], UDPClient.kinect[8]));
        sphereD.transform.position = (new Vector3(UDPClient.kinect[9], UDPClient.kinect[10], UDPClient.kinect[11]));
        sphereE.transform.position = (new Vector3(UDPClient.kinect[12], UDPClient.kinect[13], UDPClient.kinect[14]));
        sphereF.transform.position = (new Vector3(UDPClient.kinect[15], UDPClient.kinect[16], UDPClient.kinect[17]));
        sphereG.transform.position = (new Vector3(UDPClient.kinect[18], UDPClient.kinect[19], UDPClient.kinect[20]));
        sphereH.transform.position = (new Vector3(UDPClient.kinect[21], UDPClient.kinect[22], UDPClient.kinect[23]));

Something like this?

void translateObjects ()
	{
		GameObject[] yourObjects;
		int index = 0;
		for (int i = 0; i < yourObjects.Length; i++) {
			yourObjects *.transform.position = new Vector3 (UDPClient.kinect [index], UDPClient.kinect [index + 1], UDPClient.kinect [index + 2]);*
  •  	index += 3;*
    
  •  }*
    
  • }*

Thanks, yes this works!
But is there a way to generate all the GameObjects?
I don’t want to drag all of em into the inspector and then write the array by hand.
There are a lot of arrays :slight_smile:

    public GameObject sphere0;
        public GameObject sphere1;
        public GameObject sphere2;
        public GameObject sphere3;
        public GameObject sphere4;
        public GameObject sphere5;
        public GameObject sphere6;
        public GameObject sphere7;
    
    void Start()
        {
             sphereArr = new GameObject[]
            {
                sphere0,
                sphere1,
                sphere2,
                sphere3,
                sphere4,
                sphere5,
                sphere6,
                sphere7
               };
    }
    
    
    void Update()
            {
             for (int i = 0; i < sphereArr.Length; i++)
                   {
                    sphereArr_.transform.position = (new Vector3(UDPClient.kinect[i*3], UDPClient.kinect[i*3+1], UDPClient.kinect[i*3+2]));_

}
}