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Question by Der_Kevin · Nov 09, 2015 at 07:53 AM · instantiatespawnspawning

Spawn Prefab based on int value

Hello! Iam trying to Spawn a Gameobject based on a UI selection in a previous Scene where you can select between 12 things (saved as int)

so i have this one int which is between 0 and 12 in a public int nav1Position; which persists between all scenes (DontDestroyOnLoad(this.gameObject);)

and as soon as i call this function:

 public void SpawnStuff () {
         Instantiate(prefab, new Vector3(0, 0, 0), Quaternion.identity);
         
     }

the right prefab should spawn. which are defined is public GameObjects so like if int = 1 - spawn Towel.prefab if int = 2 - spawn Bucket.prefab ... and so on. how can i do this?

here is how it looks at the moment:

 using UnityEngine;
 using System.Collections;
 
 public class Game : MonoBehaviour {
 
     public int nav1Position;
     public GameObject[] SpawnObjects = new GameObject[12];
     
     
     void Awake() {
         DontDestroyOnLoad(this.gameObject);
     }
     
 
     public void SpawnStuff () {
 
         if (nav1Position = 1) 
         {
             //how can I Spawn Object Number 1 here?
             Instantiate(SpawnObjects, new Vector3(0, 0, 0), Quaternion.identity);
         }
         
     }
 
     //ignore this line
     public void LoadGameLevel (){
         Application.LoadLevel("Race");
     }
 }
 

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Answer by Garazbolg · Nov 09, 2015 at 11:05 AM

I assume you have all our prefab in SpawnObjects set in the inspector, so to select the item at nav1Position (wich i assume is your int to select the prefab) you can acces it like in any Array : with brakets

 public void SpawnStuff () {
 
              Instantiate(SpawnObjects[nav1Position], new Vector3(0, 0, 0), Quaternion.identity);
          
      }

But you should also do so check to be sure that this GameObject is set in the inspector like this :

 public void SpawnStuff () {
  
     if(     SpawnObjects != null &&
             SpawnObjects.Length > nav1Position &&
             SpawnObjects[nav1Position] != null
        )
              Instantiate(SpawnObjects[nav1Position], new Vector3(0, 0, 0), Quaternion.identity);
          
      }

Hope that helps you.

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