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Instantiate spawns an empty game object called "New Game Object" as well as a non functional intended game object.

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I've got an issue where a game object is spawned that doesn't work as well as an empty game object called "New Game Object". I also have this error: UnityException: Transform child out of bounds UnitStatistics.Awake () (at Assets/Scripts/UnitStatistics.cs:67) UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion) BattleController:Spawning() (at Assets/Scripts/BattleController.cs:124) BattleController:Awake() (at Assets/Scripts/BattleController.cs:55) The mentioned Functions: Unit Behaviour public virtual void Awake () { m_UnitStatistics = this.gameObject.GetComponent (); BattleControllerHoldingObject = GameObject.FindGameObjectWithTag("ManagementScriptHolder"); m_BattleController = BattleControllerHoldingObject.gameObject.GetComponent (); m_Animator = this.gameObject.GetComponent (); PushBox = this.gameObject.GetComponent (); MoveAcc = MoveMax / MoveSpeed; Attack1MoveAcc = Attack1MoveMax / Attack1MoveSpeed; } ---------- Battle Controller void Awake () { VictoryState = false; Spawning(); m_OverallUnitList.AddRange(GameObject.FindGameObjectsWithTag("Unit")); m_ActiveUnitList.AddRange(m_OverallUnitList); TeamConditionStartup(); SpawnTeamPointSliders(); } void Spawning () { for (int i=0;i(); CSOBJSP1STAT.Team = TeamToSpawnAs[i]; CSOBJSP1STAT.m_Group = GroupToSpawnAs[i]; CSOBJSP1STAT.m_Faction = GroupToSpawnAs[i]; CSOBJSP1STAT.m_Authority = AuthorityToSpawnAs[i]; CSOBJSP1STAT.m_AugmentLevelList[0] = AugumentMAXHPLevel[i]; CSOBJSP1STAT.m_AugmentLevelList[1] = AugumentATTLevel[i]; CSOBJSP1STAT.m_AugmentLevelList[2] = AugumentHPREGENLevel[i]; CSOBJSP1STAT.m_AugmentLevelList[3] = AugumentSturdinessLevel[i]; break; case 1: GameObject CurrentSpawnedObjectSP2 = Instantiate (CurrentObjectToSpawn, m_Spawnpoints2[SpawnpointIndexToSpawnAt[i]].position, m_Spawnpoints2[SpawnpointIndexToSpawnAt[i]].rotation) as GameObject; UnitStatistics CSOBJSP2STAT; CSOBJSP2STAT = CurrentSpawnedObjectSP2.GetComponent(); CSOBJSP2STAT.Team = TeamToSpawnAs[i]; CSOBJSP2STAT.m_Group = GroupToSpawnAs[i]; CSOBJSP2STAT.m_Faction = GroupToSpawnAs[i]; CSOBJSP2STAT.m_Authority = AuthorityToSpawnAs[i]; CSOBJSP2STAT.m_AugmentLevelList[0] = AugumentMAXHPLevel[i]; CSOBJSP2STAT.m_AugmentLevelList[1] = AugumentATTLevel[i]; CSOBJSP2STAT.m_AugmentLevelList[2] = AugumentHPREGENLevel[i]; CSOBJSP2STAT.m_AugmentLevelList[3] = AugumentSturdinessLevel[i]; break; case 2: GameObject CurrentSpawnedObjectSP3 = Instantiate (CurrentObjectToSpawn, m_Spawnpoints3[SpawnpointIndexToSpawnAt[i]].position, m_Spawnpoints3[SpawnpointIndexToSpawnAt[i]].rotation) as GameObject; UnitStatistics CSOBJSP3STAT; CSOBJSP3STAT = CurrentSpawnedObjectSP3.GetComponent(); CSOBJSP3STAT.Team = TeamToSpawnAs[i]; CSOBJSP3STAT.m_Group = GroupToSpawnAs[i]; CSOBJSP3STAT.m_Faction = GroupToSpawnAs[i]; CSOBJSP3STAT.m_Authority = AuthorityToSpawnAs[i]; CSOBJSP3STAT.m_AugmentLevelList[0] = AugumentMAXHPLevel[i]; CSOBJSP3STAT.m_AugmentLevelList[1] = AugumentATTLevel[i]; CSOBJSP3STAT.m_AugmentLevelList[2] = AugumentHPREGENLevel[i]; CSOBJSP3STAT.m_AugmentLevelList[3] = AugumentSturdinessLevel[i]; break; case 3: GameObject CurrentSpawnedObjectSP4 = Instantiate (CurrentObjectToSpawn, m_Spawnpoints4[SpawnpointIndexToSpawnAt[i]].position, m_Spawnpoints4[SpawnpointIndexToSpawnAt[i]].rotation) as GameObject; UnitStatistics CSOBJSP4STAT; CSOBJSP4STAT = CurrentSpawnedObjectSP4.GetComponent(); CSOBJSP4STAT.Team = TeamToSpawnAs[i]; CSOBJSP4STAT.m_Group = GroupToSpawnAs[i]; CSOBJSP4STAT.m_Faction = GroupToSpawnAs[i]; CSOBJSP4STAT.m_Authority = AuthorityToSpawnAs[i]; CSOBJSP4STAT.m_AugmentLevelList[0] = AugumentMAXHPLevel[i]; CSOBJSP4STAT.m_AugmentLevelList[1] = AugumentATTLevel[i]; CSOBJSP4STAT.m_AugmentLevelList[2] = AugumentHPREGENLevel[i]; CSOBJSP4STAT.m_AugmentLevelList[3] = AugumentSturdinessLevel[i]; break; case 4: GameObject CurrentSpawnedObjectSP5 = Instantiate (CurrentObjectToSpawn, m_Spawnpoints5[SpawnpointIndexToSpawnAt[i]].position, m_Spawnpoints5[SpawnpointIndexToSpawnAt[i]].rotation) as GameObject; UnitStatistics CSOBJSP5STAT; CSOBJSP5STAT = CurrentSpawnedObjectSP5.GetComponent(); CSOBJSP5STAT.Team = TeamToSpawnAs[i]; CSOBJSP5STAT.m_Group = GroupToSpawnAs[i]; CSOBJSP5STAT.m_Faction = GroupToSpawnAs[i]; CSOBJSP5STAT.m_Authority = AuthorityToSpawnAs[i]; CSOBJSP5STAT.m_AugmentLevelList[0] = AugumentMAXHPLevel[i]; CSOBJSP5STAT.m_AugmentLevelList[1] = AugumentATTLevel[i]; CSOBJSP5STAT.m_AugmentLevelList[2] = AugumentHPREGENLevel[i]; CSOBJSP5STAT.m_AugmentLevelList[3] = AugumentSturdinessLevel[i]; break; case 5: GameObject CurrentSpawnedObjectSP6 = Instantiate (CurrentObjectToSpawn, m_Spawnpoints6[SpawnpointIndexToSpawnAt[i]].position, m_Spawnpoints6[SpawnpointIndexToSpawnAt[i]].rotation) as GameObject; UnitStatistics CSOBJSP6STAT; CSOBJSP6STAT = CurrentSpawnedObjectSP6.GetComponent(); CSOBJSP6STAT.Team = TeamToSpawnAs[i]; CSOBJSP6STAT.m_Group = GroupToSpawnAs[i]; CSOBJSP6STAT.m_Faction = GroupToSpawnAs[i]; CSOBJSP6STAT.m_Authority = AuthorityToSpawnAs[i]; CSOBJSP6STAT.m_AugmentLevelList[0] = AugumentMAXHPLevel[i]; CSOBJSP6STAT.m_AugmentLevelList[1] = AugumentATTLevel[i]; CSOBJSP6STAT.m_AugmentLevelList[2] = AugumentHPREGENLevel[i]; CSOBJSP6STAT.m_AugmentLevelList[3] = AugumentSturdinessLevel[i]; break; } } } ---------- I've been trying to figure out what to do about this to no avail. Ohh and I don't know for sure but these scripts probably aren't the most efficient.

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