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How to instantiate multiple clones of the same prefab ?
How do I change the codes below in such a way that the artist can control the number clones of the same prefab by changing a variable in the scene ? Can anyone kindly help me ? Thanks .
 using UnityEngine;
 using System.Collections;
 
 public class TileInstantiation : MonoBehaviour {
     
     // Use this for initialization
     void Start ()
     {
         GameObject Obj = (GameObject)Instantiate( Resources.Load("Ground") );
     }
     
     // Update is called once per frame
     void Update ()
     {
     }
 }
Instantiate a game object and place spawned object in game object var prefab : Transform; function Update () { Instantiate (prefab); }
Answer by Chris12345 · Mar 22, 2013 at 02:48 AM
 var numberOfObjects : int = 10;
 var waitTime : float = 1.0;
  
 var evilSphere : GameObject;
  
 function Start () {
     //You will have problems if you put this in Update b/c it will happen every frame.
     // Any other function is fine.
     Spawn ()
 }
  
 function Spawn () {
      for (var i = 0; i < numberOfObjects; i++) {
           var spawnPos : Vector3 = new Vector3(i, 0, 0);
           Instantiate(evilSphere, spawnPos, Quaternion.Identity);
           //Spawn a new Object.  I spaced them out so it is easier to see.
  
           yield WaitForSeconds(waitTime);
           //Wait 'x' seconds before repeating the loop.
           // You will get a slightly different behavior if you yield @ the beginning
      }
 }  
Im sorry but i forgot to say that i want the gameobj to be parented. Is it possible?
Eg: 1) I create a cube. Set size to 64x64. 2) I create a gameobject and drag the cube inside the gameobject. 3) I will now attach the script to the gameobj. 4) Now i want to make the scrip such that if i want to have 4 more cubes in the scene it will instantiate 4 more cubes.
Will the above script work? And thank you so much for helping me out. $$anonymous$$uch appreciated.
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              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                