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Question by bstout · Oct 16, 2016 at 07:04 PM · cloneinstantiate prefabnamerename

properly rename instantiated objects

i am trying to rename the defenders as they spawn so i can test for their name on their death and change their boolean so they can respawn.

however i do not understand the results i am getting

here is the code

 public void Summon()
     { 
         
         string a = "Button";
         string b = "Button(1)";
         string c = "Button(2)";
         string d = "Button(3)";
         string e = "Button(4)";
         string f = "Button(5)";
         string g = "Button(6)";
         string h = "Button(7)";
     
 
         string[] split = thisButton.Split(' ');
     //    print(a.Equals(split[0]).ToString());
         Debug.Log(thisButton);
 
 
         if (a.Equals(split[0]).ToString() == "True" && defender0 == false)
         {
             Instantiate (defender , buttonPos.position  ,  Quaternion.Euler(0, 270, 0));
             defender.name = "defender0";
             defender0 = true ;
             restartButtonAnim ();
         }
         else if (b.Equals(split[0]).ToString() == "True")
         {
             
             Instantiate (defender , buttonPos.position  ,  Quaternion.Euler(0, 315, 0));
             defender.name = "defender1";
             restartButtonAnim ();
             Debug.Log(defender.name);
         }
         else if (c.Equals(split[0]).ToString() == "True")
         {
 
             Instantiate (defender , buttonPos.position  ,  Quaternion.Euler(0, 2, 0));
             defender.name = "defender2";
             restartButtonAnim ();
             Debug.Log(defender.name);
         }
         else if (d.Equals(split[0]).ToString() == "True")
         {
     
             Instantiate (defender , buttonPos.position  ,  Quaternion.Euler(0, 45, 0));
             name = "defender3";
             restartButtonAnim ();
             Debug.Log(defender.name);
         }        
         else if (e.Equals(split[0]).ToString() == "True")
         {
 
             Instantiate (defender , buttonPos.position  ,  Quaternion.Euler(0, 90, 0));
             defender.name = "defender4";
             restartButtonAnim ();
             Debug.Log(defender.name);
         }
         else if (f.Equals(split[0]).ToString() == "True")
         {
 
             Instantiate (defender , buttonPos.position  ,  Quaternion.Euler(0, 135, 0));
             defender.name = "defender5";
             restartButtonAnim ();
             Debug.Log(defender.name);
         }
         else if (g.Equals(split[0]).ToString() == "True")
         {
             Instantiate (defender , buttonPos.position  ,  Quaternion.Euler(0, 180, 0));
             defender.name = "defender6";
             restartButtonAnim ();
             Debug.Log(defender.name);
         }
         else if (h.Equals(split[0]).ToString() == "True")
     
         {
             Instantiate (defender , buttonPos.position  ,  Quaternion.Euler(0, 225, 0));
             defender.name = "defender7";
             restartButtonAnim ();
             Debug.Log(defender.name);
         }            
 
 
     }

In the Console it is printing out Button 6 and Defender 6 but in the hierarchy the name will be defender3(Clone). The arbitrary number after defender varies and duplicates in a way that seems random to me. any help on naming the clones would be great. Thanks.

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avatar image flashframe · Oct 16, 2016 at 07:19 PM 0
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Try storing a reference to the object you are Instantiating and changing the name of the reference. eg.

 GameObject g = (GameObject)Instantiate (defender , buttonPos.position  ,  Quaternion.Euler(0, 135, 0));
 g.name = "defender5";

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Answer by Stankiem · Oct 16, 2016 at 07:20 PM

I'm sorry and not trying to be rude but your code is pretty scary IMO, Is "defender" your prefab?

Instead do something like this:

GameObject new_defender; new_defender = Instantiate (defender , buttonPos.position , Quaternion.Euler(0, 225, 0)) as object; new_defender.name = "defender6";

Also, I'm not sure why you're parsing a string for this data, can't you figure out a more efficient way of doing this? shouldn't be necessary here unless I'm misunderstanding what you're doing.

Good luck dude

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Answer by MegaManX_777 · Oct 16, 2016 at 07:38 PM

You seem to be renaming the prefab that you are using to instantiate the defender, instead of using

  Instantiate (defender ,buttonPos.position , Quaternion.Euler(0, 225, 0));
  defender.name = "defender7";
  Debug.Log(defender.name);


You should instead use :

 GameObject defender7 = Instantiate(defender, buttonPos.position, Quaternion.Euler(0, 225, 0));
 defender7.name = "defender7"
 Debug.Log(defender7.name);


Like this, you will edit the name of the object that you instantiated, not the prefab. This applies to all defenders.

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