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How to instantiate multiple clones of the same prefab ?
How do I change the codes below in such a way that the artist can control the number clones of the same prefab by changing a variable in the scene ? Can anyone kindly help me ? Thanks .
using UnityEngine;
using System.Collections;
public class TileInstantiation : MonoBehaviour {
// Use this for initialization
void Start ()
{
GameObject Obj = (GameObject)Instantiate( Resources.Load("Ground") );
}
// Update is called once per frame
void Update ()
{
}
}
Instantiate a game object and place spawned object in game object var prefab : Transform; function Update () { Instantiate (prefab); }
Answer by Chris12345 · Mar 22, 2013 at 02:48 AM
var numberOfObjects : int = 10;
var waitTime : float = 1.0;
var evilSphere : GameObject;
function Start () {
//You will have problems if you put this in Update b/c it will happen every frame.
// Any other function is fine.
Spawn ()
}
function Spawn () {
for (var i = 0; i < numberOfObjects; i++) {
var spawnPos : Vector3 = new Vector3(i, 0, 0);
Instantiate(evilSphere, spawnPos, Quaternion.Identity);
//Spawn a new Object. I spaced them out so it is easier to see.
yield WaitForSeconds(waitTime);
//Wait 'x' seconds before repeating the loop.
// You will get a slightly different behavior if you yield @ the beginning
}
}
Im sorry but i forgot to say that i want the gameobj to be parented. Is it possible?
Eg: 1) I create a cube. Set size to 64x64. 2) I create a gameobject and drag the cube inside the gameobject. 3) I will now attach the script to the gameobj. 4) Now i want to make the scrip such that if i want to have 4 more cubes in the scene it will instantiate 4 more cubes.
Will the above script work? And thank you so much for helping me out. $$anonymous$$uch appreciated.