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Question by z413X · Jul 12, 2016 at 03:33 PM · basicsbasic programming

How to create multiple gameObjects by code?

I created a little sprite in the editor called lightpink and assigned it to a little script that runs movements. How do I proceed to create more of that object in a control script?

 public class SpawnObjects : MonoBehaviour {
 
     private List<GameObject> pinks;
     // Use this for initialization
     void Start () {
         pinks = new List<GameObject>();
     }
     
     // Update is called once per frame
     void Update () {
         CreateNewPinks();
     }
     private void CreateNewPinks()
     {
         if (Input.GetKeyDown(KeyCode.Space))
         {
             //Magic
         }
     }
 }
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Answer by Cherno · Jul 12, 2016 at 03:51 PM

You keep a reference to a Prefab GameObject and instantiate a copy of it.

 public class SpawnObjects : MonoBehaviour {

      public GameObject pinkPrefab;
      private List<GameObject> pinks;
      // Use this for initialization
      void Start () {
          pinks = new List<GameObject>();
      }
      
      // Update is called once per frame
      void Update () {
          CreateNewPinks();
      }
      private void CreateNewPinks()
      {
          if (Input.GetKeyDown(KeyCode.Space))
          {
              GameObject newPink = Instantiate(pinkPrefab, Vector3.zero, Quaternion.identity) as GameObject;
             pinks.Add(newPink);
          }
      }
  }

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avatar image z413X · Jul 12, 2016 at 05:40 PM 0
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How is the object created in the editor linked with the code? How does pinkPrefab connect with that?

avatar image GarinR z413X · Jul 12, 2016 at 07:15 PM 0
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When you instantiate a new GameObject (in this case the "pinkPrefab") you will see it within your editor, in the hierarchy as "pinkPrefab(Clone)".

You also will have a reference to these clones within the 'pinks' list since you add them to said list on instantiation like they did on line 19.

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