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 copenblend · Jan 28, 2016 at 01:24 PM · prefabinstantiation

Prevent Additional GameObjects from instatiation

I am trying to prevent gameobjects from spawning more than once. I have 5 buttons, and each one holds a prefab. I only want the user to be able to place one of each.

   void OnMouseDown() {
     Vector2 rawPosition = CalculateWorldPointOfMouseClick();
     Vector2 roundedPosition = SnapToGrid(rawPosition);
     if (SnapOk(rawPosition) == true && CheckVacancy(rawPosition) == true) {
         Instantiate(Button.selectedShip, roundedPosition, Quaternion.identity);
     }
 }

I have tried all of the GameObject.Find* options to try and check if they are there, no dice. (I could be implementing it wrong.. who knows)

Comment
Add comment · Show 1
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 haiderInUnity · Jan 31, 2016 at 11:56 AM 0
Share

I need to be clearer on what the problem is before I can help. just looking at this script everything seems fine. So what i understand the problem you click on button once but it instantiates game objects more than once? what do you mean by trying Gameobject.Find*?

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Bioinformatizer · Jan 31, 2016 at 12:11 PM

Use a bool for each of the items you want to limit.

 private bool ship1 = false;
 void OnMouseDown() {
      Vector2 rawPosition = CalculateWorldPointOfMouseClick();
      Vector2 roundedPosition = SnapToGrid(rawPosition);
      if (SnapOk(rawPosition) == true && CheckVacancy(rawPosition) == true) {
          if (!ship1){
              Instantiate(Button.selectedShip, roundedPosition, Quaternion.identity);
              ship1 = true;
          }
      }
  }

That way when you call the code the ship1 will be true and the next time you go to click the button it won't work because it is already true. Don't forget to make the ship1 false again if it gets destroyed etc.

Comment
Add comment · 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

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

Instantiated prefab references point to first prefab instantiated 3 Answers

GameObject variable points to instance instead of prefab when prefab gets instantiated 2 Answers

Awake() not called on script referenced directly from Project window 1 Answer

How to access a GUI element in an instantiated prefab? 0 Answers

How to find a specific clone of a prefab and access its children 0 Answers


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