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Showing content from https://docs.unity3d.com/Manual/../ScriptReference/../Manual/instantiating-prefabs-intro.html below:

Manual: Introduction to instantiating prefabs

Instantiating prefabs at runtime

Build a structure with prefabs

Introduction to instantiating prefabs

You can use prefabsAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info
See in Glossary
to instantiate complicated GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary
or collections of GameObjects at runtime. Compared with creating GameObjects from scratch using code, instantiating prefabs using code has many advantages because you can do the following:

Common scenarios

Instantiating prefabs at runtime is useful in the following common scenarios:

Instantiate a prefab

To instantiate a prefab at runtime, your code needs a reference to the prefab. To make this reference, you can create a public field of type GameObject in your code, then assign the prefab you want to use to this field in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary
.

The following script example has a single public variable, myPrefab, which is a reference to a prefab. It creates an instance of that prefab in the Start method.

using UnityEngine;
public class InstantiationExample : MonoBehaviour 
{
    // Reference to the prefab. Drag a prefab into this field in the Inspector.
    public GameObject myPrefab;

    // This script will simply instantiate the prefab when the game starts.
    void Start()
    {
        // Instantiate at position (0, 0, 0) and zero rotation.
        Instantiate(myPrefab, new Vector3(0, 0, 0), Quaternion.identity);
    }
}

To use this example:

  1. Create a new MonoBehaviour script in your Project, and name it InstantiationExample.
  2. Copy the code and paste it into your new script, and save it.
  3. Create an empty GameObject using the menu GameObject > Create Empty.
  4. Add the script to the new GameObject as a component by dragging it onto the empty GameObject.
  5. Create any prefab, and drag it from the Project windowA window that shows the contents of your Assets folder (Project tab) More info
    See in Glossary
    into the My Prefab field in the script component.

When you enter Play mode, the prefab instantiates at position (0 , 0 , 0) in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary
.

You can drag a different prefab into the My Prefab field in the Inspector window to change which prefab Unity instantiates, without having to change the script.

Additional resources

Instantiating prefabs at runtime

Build a structure with prefabs


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