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Question by Abdou23 · May 13, 2014 at 09:41 PM · instantiate

Make prefab appear at start/awake

Hi

I created a prefab and i'm trying to make it appear when the game starts, here is the code i tried:

  public GameObject ballPrefab;
     Vector2 startPosition;
     
     void Start ()
         {
             
             startPosition = new Vector2(4,1);
          Instantiate(ballPrefab, startPosition, transform.rotation) ;
     
     
         }

I also assigned a prefab in the inspector, but it never appears unless i drag it into the Hierarchy window. Please, help !

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Answer by Kiwasi · May 13, 2014 at 09:56 PM

Code to be executed must be attached to a GameObject actually in the scene. Code on prefabs in the asset folder will not run unless an instance of the prefab is created in the scene. For your purposes I would suggest an empty GameObject with this script attached.

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avatar image Abdou23 · May 13, 2014 at 10:03 PM 0
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Thank You, this actually helped. I forgot to add a separate GameObject to the Hierarchy. But no problem with the use of Vector2.

avatar image Kiwasi · May 13, 2014 at 10:11 PM 0
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I'll take that out of my answer.

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Answer by SkaredCreations · May 13, 2014 at 09:48 PM

This code just works as intended (well, startPosition should be Vector3 not Vector2, but anyway it's automatically casting Vector2 to Vector3 with the Z set to 0). Are you sure that the script is enabled on the gameobject where you attached it in the scene?

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avatar image Kiwasi · May 13, 2014 at 09:58 PM 0
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Huh. I didn't realise you could implicitly cast a Vector2 to a Vector3. Learn something everyday.

avatar image Abdou23 · May 13, 2014 at 10:03 PM 0
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Thank you.

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