type | The type of primitive object to create. |
Creates a game object with a primitive mesh renderer and appropriate collider.
// Create a plane, sphere and cube in the scene.
function Start () { var plane : GameObject = GameObject.CreatePrimitive(PrimitiveType.Plane);
var cube : GameObject = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = Vector3(0, 0.5, 0);
var sphere : GameObject = GameObject.CreatePrimitive(PrimitiveType.Sphere); sphere.transform.position = Vector3(0, 1.5, 0);
var capsule : GameObject = GameObject.CreatePrimitive(PrimitiveType.Capsule); capsule.transform.position = Vector3(2, 1, 0);
var cylinder : GameObject = GameObject.CreatePrimitive(PrimitiveType.Cylinder); cylinder.transform.position = Vector3(-2, 1, 0); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { GameObject plane = GameObject.CreatePrimitive(PrimitiveType.Plane); GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = new Vector3(0, 0.5F, 0); GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere); sphere.transform.position = new Vector3(0, 1.5F, 0); GameObject capsule = GameObject.CreatePrimitive(PrimitiveType.Capsule); capsule.transform.position = new Vector3(2, 1, 0); GameObject cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder); cylinder.transform.position = new Vector3(-2, 1, 0); } }
Note: CreatePrimitive may fail at runtime. This will happen if your project does not reference the following components: MeshFilter, MeshRenderer, and BoxCollider or SphereCollider at runtime. The recommended way to avoid this crash is to declare private properties of these types. The stripping system will recognise their use which include them in the build so will not delete these components.