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Question by dan_viv · Nov 10, 2011 at 04:07 PM · c#instantiateprefab

Issue Instantiating prefab in C#

HI There,

I'm trying to instantiate an object using C# to a specific spawn point. I want it to instantiate as a child of the script object as well..

My code so far is as follows:

using UnityEngine; using System.Collections;

public class enemySpawn : MonoBehaviour {

 public float spawnTimer;
 public float spawnGap;
 public GameObject parentGameObject; 
 public GameObject enemyObject;
 public Transform spawnA; 
 public Transform spawnB; 
 public Transform spawnC;     
 public Transform spawnD; 
     
 // Use this for initialization
 void Start () {
 spawnTimer = 0;
 spawnGap = 7.0f;
 }
 
 // Update is called once per frame
 void Update () {
     
     if (spawnTimer > 0)
         spawnTimer -= Time.deltaTime;
     
     if(spawnTimer < 0)
         spawnTimer = 0;
     
         if(spawnTimer == 0){
         spawnTimer = spawnGap;
         GameObject go;
         go=Instantiate(enemyObject,spawnA.position, spawnA.rotation) as GameObject;    
         go.transform.parent=transform;
         }
 
 }

}

This instantiates an object, but it's instantiating it with a messed up scale. Rather than the objects scale of 0.6, it's giving it '6.25e-05'

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Answer by aldonaletto · Nov 10, 2011 at 04:23 PM

When you set the new object's parent, its scale is recalculated to keep the original proportions; if the parent is huge, the object's scale may become very small. If you just need all of these objects to be childed to a common parent, you can have an empty object for this purpose.

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Answer by Tyler 10 · Nov 10, 2011 at 06:09 PM

I always have trouble setting the spawned objects position and then parenting it. What I do is instantiate the spawned object at the parent objects position (like you are doing) and then use local position/rotation after I parent it. Like this:

go.transform.parent = transform; go.transform.localPosition = new Vector3(0,0,0); go.transform.localScale = new Vector3(1,1,1); go.transform.localRotation = . . . . ..

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