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Question by WavyRancheros · Feb 05, 2019 at 08:27 AM · clonecomponentsremoverequirecomponent

Create a clone without components at runtime

Hi,

how can I create a clone of my GameObject at runtime, but without any "Behaviour". Let's say I have a helicopter, with lots of components that do their own job: rotate the rotor, fly, control the canon, take hits, consume fuel, Colliders, Rigidbodies, etc. Now I want to create a "Ghost" that only shows a position. The ghost does nothing except being blue and semi-transparent.

So I figured I call GameObject clone = Instantiate(myActualHelicopterGameObject), and then do a foreach(var component in clone.GetComponentsInChildren<Component>(true)) where I call Destroy(component) for every component that has nothing to do with mesh rendering, and assign a ghostly material.

But now I get a ton of errors because all components depend on each other because of RequireComponent.

What is the good way of creating such kind of ghost clones at runtime?

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avatar image tormentoarmagedoom · Feb 05, 2019 at 11:43 AM 1
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maybe best way is not duplicate the existent object, I mean, maybe is better to instantiate a new empy GameObject and attach only the mesh component.

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