- Home /
Reference a prefab to be instantiated in another scope
My code has the desired effect : Hold the mouse button down to create a prefab ( in this case a line renderer) until the mouse is released. Issues with this code I understand so far : The destroy(laser, 0.2F) doesn't look right The game object needs to be placed into a var or game object because the trying to destroy the prefab itself is the wrong way to do it. Calling if mouseButtonUp(0) within the function of if mousebuttondown(0) does not occur. Using while mousebuttondown(0) to instantiate the prefab breaks unity.
This was solved by making the beam object a private game object and using beam = (GameObject)Instantiate(laser, transform.position, transform.rotation) later Where and why (GameObject)Instantiate is different, I didn't understand.
using UnityEngine;
using System.Collections;
public class PlayerController : MonoBehaviour {
public GameObject laser;
void makeBeam() {
GameObject beam = Instantiate(laser, transform.position, transform.rotation);
}
void killBeam() {
Destroy(beam);
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown(0)) {
makeBeam ();
//var beam = Instantiate(laser, transform.position, transform.rotation);
//if (! Input.GetMouseButtonDown (0))
//}
}
else {
//if (Input.GetMouseButtonUp (0)) {
killBeam ();
}
}
}
calling "else" under update is going to call "killBeam" every frame the "mousebuttondown" is not called.
Calling if mouseButtonUp(0) within the function of if mousebuttondown(0) does not occur.
This is because mousebuttondown is called for the 1 frame the mouse button was pressed down. Having mouse button up within mousebutton down doesnt make sense unless you are insanely fast and are able to lift your finger off the mousebutton within that 1 frame time period.
You should create a reference to the gameobject like you mention and I am not even really sure what your question is.
public GameObject laser;
private bool laserSpawned = false;
private GameObject laserObj;
void Update(){
if(laserSpawned){
if(Input.Get$$anonymous$$ouseButtonUp(0)){
$$anonymous$$illBeam();
}
}else{
if(Input.Get$$anonymous$$ouseButtonDown(0)){
$$anonymous$$akeBeam();
}
}
}
void $$anonymous$$akeBeam(){
laserSpawned = true;
laserObj = (GameObject)Instantiate(laser, transform.position, transform.rotation);
}
void $$anonymous$$illBeam(){
laserSpawned = false;
Destroy (laserObj);
}
That worked great!!! The issue I was having was not understanding that you create the GameObject with the "private GameObject = objName" and then use the "objName = (GameObject)Instantiate(theThing)" later. It was hard to find a reference of this to get the object reference outside of the scope. This was really helpful, thank you.
Your answer
Follow this Question
Related Questions
Executing code on prefabs that are never instaciated + data loss 0 Answers
Prefab Instantiation 1 Answer
Instantiate New Gun 1 Answer
Instantiate: Create Connection 1 Answer