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i would like to create a preview of an instantiation but im haveing a problem with my code
I'm trying to make a preview of where i want to place something in the world the whole shell that is slightly transparent and no physics my problem is that my code does make a preview (i haven't done the removing physics and making it transparent part yet but i will) but the next time it places it it places it on the last one it previewed?
         Destroy(preveiw);
         if (Screen.lockCursor == true)
         {
             if (inventory.equiped.itemName != null)
             {
                 Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                 Physics.Raycast(ray, out hit);
                 Debug.Log("hit" + hit.point);
                 Debug.Log("was " + hit.distance.ToString() + " away");
             }
             if (inventory.equiped.itemName != null && inventory.equiped.itemType.ToString().EndsWith("Getable"))
             {    
                 if (hit.distance < 6)
                 {
                     if ( hit.rigidbody.name != preveiw.name)
                     {
                         preveiw = Instantiate(Resources.Load("block/" + inventory.equiped.itemName),hit.point, Quaternion.Euler(0,rotationParent.transform.eulerAngles.y,0)) as GameObject;
                     }
                 }
Answer by AlwaysSunny · Aug 31, 2014 at 12:57 AM
If I understand what you want, you'd like to temporarily show your prefab in the world using a different material, but you don't want your original prefab to be changed, and you don't want a new "preview prefab" for each original prefab.
Shouldn't be too hard:
- Instantiate your original prefab 
- Make sure its various scripts remain disabled 
- Change the material of the instance 
- Let it follow the mouse position or whatever 
- Destroy it when you place or cancel 
- Instantiate the original in its place if didn't cancel 
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                