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Question by The V Man · Jun 28, 2011 at 10:15 PM · instantiateclass

Instantiating an Object in a Class?

What I want to do is use classes for different types of trees. Keep things organized and logically together.

So I setup my base tree class and then extend it for a specific type of tree:

  class Trees {
      var Obj : GameObject  = new GameObject("Tree");
      var filter : MeshFilter  = Obj.AddComponent(MeshFilter);
      var renderer : MeshRenderer  = Obj.AddComponent(MeshRenderer);
  }

  class Sycamore extends Trees {
     function Sycamore() {
         filter.mesh = Resources.Load("Art/Meshes/Environment/Trees/Sycamore", Mesh);
     }

}

Next I want to create a sycamore at a specific location (and later multiple locations using an array for the trees) and I'm not having any luck trying to instantiate it. Is there another, better way - or if instantiating is the way to go can someone provide a same line to do so?

Thanks!

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Answer by Waz · Jun 28, 2011 at 11:05 PM

You're fighting against Unity's component model.

Instead, make Tree a standalone script, not wrapped in class { ... }. That will give you a Tree Component (this is just a shorthand for extending MonoBehaviour, but ignore that for now). Then you can drag that component into your Sycamore prefab.

You probably don't even need subclasses, since a Sycamore does not behave differently to any other tree. In all fields of computing, building a deep hierarchy is usually a mistake, a trap set by professors who use Shapes, Trees, and Cars as example hierarchies.

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avatar image The V Man · Jun 28, 2011 at 11:12 PM 0
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Yeah I was thinking about doing that. Eventually each tree will have it's own properties, but I can include those in the base tree script and modify per tree species.

Thanks!

avatar image Waz · Jun 28, 2011 at 11:31 PM 0
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Correct. You might even break out some behaviour as a different reusable script, say, Bendy, that deforms a mesh and has a blowInTheWind property. You'll reuse that on your Skyscraper prefab.

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