Version: 2018.4
LanguageEnglish
  • C#

Object.Instantiate

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static Object Instantiate(Object original);

Declaration

public static Object Instantiate(Object original, Transform parent);

Declaration

public static Object Instantiate(Object original, Transform parent, bool instantiateInWorldSpace);

Declaration

public static Object Instantiate(Object original, Vector3 position, Quaternion rotation);

Declaration

public static Object Instantiate(Object original, Vector3 position, Quaternion rotation, Transform parent);

Parameters

original An existing object that you want to make a copy of.
position Position for the new object.
rotation Orientation of the new object.
parent Parent that will be assigned to the new object.
instantiateInWorldSpace Pass true when assigning a parent Object to maintain the world position of the Object, instead of setting its position relative to the new parent. Pass false to set the Object's position relative to its new parent.

Returns

Object The instantiated clone.

Description

Clones the object original and returns the clone.

This function makes a copy of an object in a similar way to the Duplicate command in the editor. If you are cloning a GameObject then you can also optionally specify its position and rotation (these default to the original GameObject's position and rotation otherwise). If you are cloning a Component then the GameObject it is attached to will also be cloned, again with an optional position and rotation.

When you clone a GameObject or Component, all child objects and components will also be cloned with their properties set like those of the original object.

By default the parent of the new object will be null, so it will not be a "sibling" of the original. However, you can still set the parent using the overloaded methods. If a parent is specified and no position and rotation is specified, the position and rotation of the original will be used for the cloned object's local position and rotation, or its world position and rotation if the instantiateInWorldSpace parameter is true. If the position and rotation is specified, they will be used as the object's position and rotation in world space.

The active status of a GameObject at the time of cloning will be passed on, so if the original is inactive then the clone will be created in an inactive state too.

See Also: In depth Prefab Instantiate discussion.

// Instantiates 10 copies of Prefab each 2 units apart from each other

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform prefab; void Start() { for (int i = 0; i < 10; i++) { Instantiate(prefab, new Vector3(i * 2.0F, 0, 0), Quaternion.identity); } } }

Instantiate is most commonly used to instantiate projectiles, AI Enemies, particle explosions or wrecked object replacements.

using UnityEngine;

public class Example : MonoBehaviour { // Instantiate a rigidbody then set the velocity

Rigidbody projectile;

void Update() { // Ctrl was pressed, launch a projectile if (Input.GetButtonDown("Fire1")) { // Instantiate the projectile at the position and rotation of this transform Rigidbody clone; clone = Instantiate(projectile, transform.position, transform.rotation);

// Give the cloned object an initial velocity along the current // object's Z axis clone.velocity = transform.TransformDirection(Vector3.forward * 10); } } }

Instantiate can also clone script instances directly. The entire game object hierarchy will be cloned and the cloned script instance will be returned.

using UnityEngine;
using System.Collections;

public class Missile : MonoBehaviour { public int timeoutDestructor;

// ...other code... }

public class ExampleClass : MonoBehaviour { // Instantiate a Prefab with an attached Missile script public Missile projectile;

void Update() { // Ctrl was pressed, launch a projectile if (Input.GetButtonDown("Fire1")) { // Instantiate the projectile at the position and rotation of this transform Missile clone = (Missile)Instantiate(projectile, transform.position, transform.rotation);

// Set the missiles timeout destructor to 5 clone.timeoutDestructor = 5; } } }

After cloning an object you can also use GetComponent to set properties on a specific component attached to the cloned object.


Declaration

public static T Instantiate(T original);

Declaration

public static T Instantiate(T original, Transform parent);

Declaration

public static T Instantiate(T original, Transform parent, bool worldPositionStays);

Declaration

public static T Instantiate(T original, Vector3 position, Quaternion rotation);

Declaration

public static T Instantiate(T original, Vector3 position, Quaternion rotation, Transform parent);

Parameters

original Object of type T that you want to make a clone of.

Returns

T Object of type T.

Description

You can also use Generics to instantiate objects. See the Generic Functions page for more details.

In this example, we instantiate our Missile object again, but by using Generics we don't need to cast the result:

using UnityEngine;

public class Missile : MonoBehaviour { // ...other code... }

public class InstantiateGenericsExample : MonoBehaviour { public Missile missile;

void Start() { Missile missileCopy = Instantiate<Missile>(missile); } }