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Close Your name Your email Suggestion* Switch to ManualDeclarationpublic static AsyncInstantiateOperation<T> InstantiateAsync(T original); Declaration
public static AsyncInstantiateOperation<T>
InstantiateAsync(T
original,
InstantiateParameters parameters, CancellationToken
cancellationToken);
Declarationpublic static AsyncInstantiateOperation<T>
InstantiateAsync(T
original,
Transform parent);
Declarationpublic static AsyncInstantiateOperation<T>
InstantiateAsync(T
original,
Vector3 position,
Quaternion rotation);
Declarationpublic static AsyncInstantiateOperation<T>
InstantiateAsync(T
original,
Vector3 position,
Quaternion rotation,
InstantiateParameters parameters, CancellationToken
cancellationToken);
Declarationpublic static AsyncInstantiateOperation<T>
InstantiateAsync(T
original,
Transform parent,
Vector3 position,
Quaternion rotation);
Declarationpublic static AsyncInstantiateOperation<T> InstantiateAsync(T original, int count); Declaration
public static AsyncInstantiateOperation<T>
InstantiateAsync(T
original, int
count,
InstantiateParameters parameters, CancellationToken
cancellationToken);
Declarationpublic static AsyncInstantiateOperation<T>
InstantiateAsync(T
original, int
count,
Transform parent);
Declarationpublic static AsyncInstantiateOperation<T>
InstantiateAsync(T
original, int
count,
Vector3 position,
Quaternion rotation);
Declarationpublic static AsyncInstantiateOperation<T>
InstantiateAsync(T
original, int
count,
Vector3 position,
Quaternion rotation,
InstantiateParameters parameters, CancellationToken
cancellationToken);
Declarationpublic static AsyncInstantiateOperation<T> InstantiateAsync(T original, int count, ReadOnlySpan<Vector3> positions, ReadOnlySpan<Quaternion> rotations); Declaration
public static AsyncInstantiateOperation<T>
InstantiateAsync(T
original, int
count, ReadOnlySpan<Vector3>
positions, ReadOnlySpan<Quaternion>
rotations,
InstantiateParameters parameters, CancellationToken
cancellationToken);
Declarationpublic static AsyncInstantiateOperation<T>
InstantiateAsync(T
original, int
count,
Transform parent,
Vector3 position,
Quaternion rotation);
Declarationpublic static AsyncInstantiateOperation<T>
InstantiateAsync(T
original, int
count,
Transform parent, ReadOnlySpan<Vector3>
positions, ReadOnlySpan<Quaternion>
rotations);
Parameters Parameter Description original An existing object that you want to make a copy of. count The number of new copies to create. parent The parent that will be assigned to the new object or objects. position The position for the new object or objects. rotation The rotation for the new object or objects. positions The read only span of positions for the new object or objects. The length of the array can be less thancount
, in which case Unity uses position[i % count]. rotations The read only span of rotations for the new object or objects. The length of the array can be less than count
, in which case Unity uses rotation[i % count]. parameters A struct containing all the parameters Returns
AsyncInstantiateOperation<T> An asynchronous operation that contains the resulting objects.
DescriptionCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation.
The operation is mainly asynchronous, but the last stage involving integration and awake calls is executed on the main thread. The operation can be cancelled, or the integration stage can be delayed using allowSceneActivation. It is possible to yield a return operation or call its WaitForCompletion() method to finish the operation in a synchronized way.
For extra control you can use the overrides that take an InstantiateParameters struct. This includes extra options like deciding between using local or world space, or to specify a target scene for the objects.
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