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I'm creating a game where when starting the game, a Cube is duplicated GridSize * GridSize times when the game starts. Now, after the cubes are duplicated I want to attach a variable to them, say "Flag" which is a bool, from another script component (let's say I have a Prefab that generates the cloned cubes).

In short, I have something like this:

CreateTiles.cs : Attached to Prefab

void Start() {
    createMyTiles(); // a function that clones the tiles
    flagRandomTiles(); // a function that (what I'm trying to do) "Flags" 10 random cubes

CubeBehavior.cs : Attached to each Cube

public bool hasFlag;
// other stuff

Now, I want flagRandomTiles() to set a Cube's hasFlag property via code, assuming I have access to them via a GameObject[] array.

Here's what I've tried:

  1. Cubes[x].hasFlag = true; - No access.
  2. Making a function such as Cubes[x].setHasFlag(true) - still no access.
  3. Initializing Cubes as a CubeBehavior object array, then doing the above - GameObjects can't be converted to CubeBehaviors - I get this error when I try to assign the Cubes into the array.

How do I do this?

share|improve this question
+1 Thanks for telling us what you've tried and only including the code that's important. Can you also show us the specific error messages you're getting with "No access"? – Byte56 Jul 5 '12 at 13:20
up vote 4 down vote accepted

It looks like Cube[] is an array of GameObjects? If so, you need to reference any attached behaviors by using

 CubeBehavior cubebehavior = Cube[i].GetComponent<CubeBehavior>();
 cubebehavior.hasFlag = [yourvalue];

The syntax above uses the generic signature for GetComponent(); If this syntax is difficult to understand, you can also use GetComponent("T") as T which does not return you a strongly typed component.

Please read the docs if you want to know additional info.

share|improve this answer
I'm not really familiar with that syntax :s lame, I know. Could you help me figure out what it means in general? I'll try it either way and let you know the result. – casraf Jul 6 '12 at 11:11
Updated my answer. The syntax I used is standard c# generics. Read up on .net generics to become more familiar with the syntax. GetComponent is how you get references to MonoBehavior derived classes. If CubeBehavior extends MonoBehavior, Unity treats it as a 'Component' which is why you use GetComponent(); – Chuck D Jul 6 '12 at 14:09
What do generics mean in general...heh – brandon Jul 6 '12 at 23:35
Works like a charm, thanks! – casraf Jul 7 '12 at 2:16

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