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Question by Afoo · Sep 27, 2014 at 06:46 PM · c#gameobjectinstantiateprefab

How to create GameObject without adding it to scene?

Hey. I have a prefab with Monster class and a list of monsters. I want to fill this list with instances of this prefab. How do I do that? Monster.Instantiate will create instances of monsters in the scene, I just want to have this list to access at a later time. I've read I shouldn't create MonoBehaviour instances of class via new Class() constructor. I could just set location of these prefabs to place them somewhere far away from game scene, but it doesn't seem to be good solution.

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Answer by 767_2 · Sep 27, 2014 at 07:09 PM

make prefabs out of other monsters too and add them to your list via inspector , click at the monster class prefab and a list will be in the inspector drag and drop other prefabs in it or use gameObject.SetActive(false);

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avatar image Afoo · Sep 27, 2014 at 07:57 PM 0
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What if the script containing this list isn't a $$anonymous$$onoBehaviour. It's a static class, I can't attach it to any GameObject in scene to add List elements via inspector. Also it's not what I was asking for, I want to instantiate n (variable) monsters in code, without adding them to scene. Is there a way to istantiate them and "hide" from game view?

avatar image 767_2 · Sep 27, 2014 at 08:02 PM 0
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yes you can gameObject.SetActive(false); will disable and hide them

avatar image Louis Watson · Sep 27, 2014 at 08:02 PM 0
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you can Instantiate then use SetActive(false) to hide in scene.

avatar image 767_2 · Sep 27, 2014 at 08:10 PM 0
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and Louis Watson just agrees with me what can be better ,right louis

avatar image Louis Watson · Sep 27, 2014 at 08:14 PM 0
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haha sorry couldn't see your post when I commented ;) other alternative would be to store the path string of the asset rather than the Prefab itself and use AssetDatabase to load it. All the info is in the documentation :)

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