Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by moosefetcher · Nov 12, 2015 at 04:12 PM · c#instantiateprefabsscriptableobjectinstantiation

How to Instantiate a GameObject from a ScriptableObject piece of script?

I've started transferring a 3D space game to Unity and I'd like to clone multiple copies of my 'Planet' prefab, from a ScriptableObject piece of code. Here's the StarSystemDetails class:

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 using System.Collections.Generic;
 
 public class StarSystemDetails : ScriptableObject {
     public int numPlanets;
     private List<SystemBodyDetails> _systemBodies = new List<SystemBodyDetails>();
     public Vector3 coordinates;
     public SystemBody planet;
 
     // class constructor
     public StarSystemDetails() {
         numPlanets = 4;
     }
 
     public void Init(string p_name) {
         name = p_name;
     }
 
     void Start() {
         float _orbitDistance = 1000;
         for (int x = 0; x < numPlanets; x++) {
             SystemBodyDetails _systemBodyDetails = new SystemBodyDetails(_orbitDistance);
             _systemBodies.Add(_systemBodyDetails);
             
             SystemBody newPlanet = Instantiate(planet, _systemBodyDetails.position(), _systemBodyDetails.rotation()) as SystemBody;
             Debug.Log("new planet = "+newPlanet);
             // pass SystemBodyDetails into newPlanet...
             //newPlanet.GetComponent<SystemBody>.init(_systemBodyDetails);
             
             _orbitDistance += 1000;
         }
     }
 }

This is all very early-stage at this point; I'm just trying to get 4 Planets appearing in my scene. At the moment they aren't and I do not know why.

I'm aware that the class has not been 'passed' a reference to the Planet prefab, but I don't see how to drag and drop it component-style into a ScriptableObject in the editor. I'm assuming that's not possible. At the moment I'm using SystemBody as that's the piece of code that's a component on the Planet prefab. I know that must be wrong. But how do I Instantiate a prefab GameObject from a ScriptableObject?

Does anyone have any ideas what I'm doing wrong? And how to do it right?

Thanks.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Need help understanding scripted prefab behavior - when I click one, the script runs on ALL prefab instances, not just the one I clicked. 3 Answers

How to manipulate a variable of a prefab script (instantiated) while the game is runnning . 1 Answer

Inconsistencies in Instantiation Code 1 Answer

Character Selection 0 Answers

GameObject instantiation in C# static constructor 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges