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Question by Wuzseen · Jun 26, 2012 at 10:51 PM · instantiateprefabruntime

Instantiating Custom Prefabs

I'm having a bloody hell of a time figuring this one out. I'm close, very close. But I can't connect it with prefabs.

A lot of what I have been looking at is in the following document: http://unity3d.com/support/documentation/Manual/Instantiating%20Prefabs.html

However, I can't connect the dots with the prefabs.

In my project I have a sphere prefab that can be picked up when you walk over it. I want to be able to instantiate it at runtime as I am going to be spawning the item in random spots over the map.

 var cube : Transform;
 function Start () {
    for (var y = 0; y < 5; y++) {
         for (var x = 0; x < 5; x++) {
             var cube = Instantiate(cube, Vector3 (x, y, 0), Quaternion.identity);
         }
     }
 } 

From what I understand, I should be able to modify this code to work with my custom prefab that I've named spherePick (this is in the visual interface of Unity).

What am I missing here?

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Answer by DaveA · Jun 27, 2012 at 12:22 AM

You have 'var cube' twice. that's confusing it. Set one different, eg: var newcube = Instantiate(cube,

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avatar image Wuzseen · Jun 27, 2012 at 12:58 AM 0
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Still doesn't work. not really sure where exactly I need to be referencing the prefab I made; that's really the main thing I'm asking.

avatar image DaveA · Jun 27, 2012 at 01:40 AM 0
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I assume you dragged it from the Project list onto the 'cube' field on the Inspector view of your object, correct?

avatar image Wuzseen · Jun 27, 2012 at 02:02 AM 0
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Not exactly sure what you mean here, I have the script attached to a GameObject, yes. Not sure what you mean by cube field.

avatar image Wuzseen · Jun 27, 2012 at 03:26 AM 0
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Well I figured out what you meant and it was exactly the issue I was having.

I needed to change the field in the inspector by dragging my prefab into it.

It works like a dream!

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Answer by Chris12345 · Jun 27, 2012 at 01:28 AM

This should work

   var cube : Transform;
    function Start () {
     for (var y = 0; y < 5; y++) {
     for (var x = 0; x < 5; x++) {
         cube = Instantiate(cube, Vector3 (x, y, 0), Quaternion.identity);
       }
     }  
    } 
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avatar image DaveA · Jun 27, 2012 at 01:39 AM 0
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Still, no point in assigning the new clone to the original var. In fact, since he's not using it, no point in assigning it to anything at all.

avatar image Wuzseen · Jun 27, 2012 at 02:02 AM 0
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I feel like I'm getting closer, but it's just not working. Here's what I have (my prefab is called spherePick)

 var spherePick : Transform;
 
 function Start () {
     for (var y = 0; y < 5; y++) {
           for (var x = 0; x < 5; x++) {
             Instantiate(spherePick, Vector3 (x, y, 0),     Quaternion.identity);
         }
     }
 } 

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