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1
Question by kensct · Sep 03, 2012 at 11:14 AM · gameobjectinstantiatelinerender

Unwanted 2nd empty gameobject

i am adding a line render to my gameobject as a child which works fine... however there is also an empty gameobject created as well which is not a child and has the name "linerender". The correctly added linerender children have the name linerender(clone).

This isnt a huge problem but i dont want the scene getting filled with empty gameobjects. is there a way to stop this from happening? I cant see where my code has gone wrong.

any help is much appreciated,

kenneth

here is my code

     void Drawbonds()
     {
         drawbonds = !drawbonds;
         if(drawbonds)
         {
             for(int x=0; x<10; x++)    
             {
                 if(bonded[x] != null)
                 {
                     GameObject lineobj = Instantiate(new GameObject("linerender"), transform.position, Quaternion.identity) as  GameObject;
                     lineobj.transform.parent = transform;
                     LineRenderer line = lineobj.AddComponent<LineRenderer>();
                     line.SetWidth(0.01f,0.01f);
                     line.renderer.enabled = true;
                     line.material = bondmaterial;
                     line.SetPosition(0, transform.position);
                     line.SetPosition(1, bonded[x].position);                    
                 }
             }
         }
         else
         {
             foreach(Transform children in transform)
                 Destroy(children.gameObject);
                 
         }
     } 

fixed :

     void Drawbonds()
     {
         drawbonds = !drawbonds;
         if(drawbonds)
         {
             for(int x=0; x<10; x++)    
             {
                 if(bonded[x] != null)
                 {
                     GameObject lineobj = new GameObject("linerender");
                     lineobj.transform.position = transform.position;
                     lineobj.transform.parent = transform;
                     LineRenderer line = lineobj.AddComponent<LineRenderer>();
                     line.SetWidth(0.01f,0.01f);
                     line.renderer.enabled = true;
                     line.material = bondmaterial;
                     line.SetPosition(0, transform.position);
                     line.SetPosition(1, bonded[x].position);                    
                 }
             }
         }
         else
         {
             foreach(Transform children in transform)
                 Destroy(children.gameObject);
                 
         }
     } 

 
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Answer by lvictorino · Sep 03, 2012 at 11:56 AM

It's instantatiate twice because you don't use Instantiate properly.

I suppose linerenderer is a prefab of your own. When you call

 new GameObject("linerenderer");

a new instance of linerenderer will be created. So if you use it in an Instantiate call... you will have a first instance from new GameObject and a second one from Instantiate.

I suggest you to add a Transform field to your class in order to set a prefab and then call Instantiate correctly. As explained in the documentation.

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avatar image kensct · Sep 03, 2012 at 12:28 PM 0
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thanks, im an idiot i didn't read or understand instantiate properly. Turns out i didnt need it at all just needed the new GameObject("linerender")

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