Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by chillypacman · Sep 25, 2011 at 10:37 AM · c#prefabprefabs

Insert a prefab into scene in a script?

I've created a prefab called 'Bullet' and I'm trying to add it to the scene whenever a player presses space.

I have the following script set up:

 void Update () 
 {
     if(Input.GetKeyDown(KeyCode.Space))
     {
         GameObject go = new GameObject("Bullet");
     }
 }

But when I hit space when the game is running I get an error saying 'the thing you want to instantiate is null'.

And that's basically what I probably should expect, but how do I make it a prefab of Bullets?

edit: I've found that I can do this by creating a public object variable and manually dragging and dropping the prefab into it from the window pane afterwhich I can simply Initialize from it. but I would rather be able to tell it to load a prefab I know I've created, is this possible?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by asafsitner · Sep 25, 2011 at 10:56 AM

That's not how it works in Unity. You'll need to use the Instantiate method and a prefab, i.e:

 using UnityEngine;
 using System.Collections;
 
 public class test : MonoBehaviour 
 {
     //drag prefab here in editor
     public Transform InstantiateMe;
     
     // Update is called once per frame
     void Update () 
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             //you don't have to instantiate at the transform's positio nand rotation, swap these for what suits your needs
             var go = Instantiate(InstantiateMe, transform.position, transform.rotation);
         }
     }
 }


And of course, set whatever properties of the instantiated prefab you want afterwards. More on Instantiate: http://unity3d.com/support/documentation/ScriptReference/Object.Instantiate.html

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Lazouskie · Jul 06, 2016 at 03:15 AM 0
Share

Thanks for this answer, helped me fix my issue lol

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Cant delete clones of prefab 1 Answer

How can i add all the prefabs in the assets directory and sub directories to List or Array ? 0 Answers

How to (in code) save a gameobject that already exists in my scene as a prefab? (c#) 0 Answers

Call a function in an instanciated prefab has no effect on the prefab 2 Answers

Accessing a game object from a script? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges