using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.Networking;
using UnityEngine.UI;

public class SavedGamesSlots : MonoBehaviour
    public GameObject saveSlotPrefab;
    public float gap;

    private Transform slots;
    private string[] imagesToLoad;

    // Start is called before the first frame update
    void Start()
        imagesToLoad = Directory.GetFiles(Application.dataPath + "/screenshots", "*.png");
        slots = GameObject.FindGameObjectWithTag("Slots Content").transform;

        for (int i = 0; i < imagesToLoad.Length; i++)
            var go = Instantiate(saveSlotPrefab);

            Texture2D thisTexture = new Texture2D(100, 100); //NOW INSIDE THE FOR LOOP
            string fileName = imagesToLoad[i];
            byte[] bytes = File.ReadAllBytes(fileName);
            thisTexture.name = fileName;
            GameObject ChildGameObject = go.transform.GetChild(1).gameObject;
            ChildGameObject.GetComponent<RawImage>().texture = thisTexture;
            var raw = go.GetComponent<RectTransform>();
            raw.anchoredPosition = new Vector3(1 + 1 * gap, 6, 0);


    // Update is called once per frame
    void Update()


The way I'm doing it now is not working it's moving all the objects to the same position and not adding equal gap's between them.

In the loop I tried to do it this way in this line :

raw.anchoredPosition = new Vector3(1 + 1 * gap, 6, 0);
  • 1
    \$\begingroup\$ but this does not contain the loop variable and is always the same value "new Vector3(1 + 1 * gap, 6, 0)" \$\endgroup\$
    – Zibelas
    Jan 26 at 12:11

You need to multiply your gap value by the i of your loop. Right now, 1 + gap is a constant value, whereas i * gap will increase when i increase. If you want to offset your objects, add some constant like c + i * gap and if you want to increase the gap, well increase your gap variable.


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