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 | If when assigning the parent the original world position should be maintained. |
Object The instantiated clone.
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 will 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.
For an in-depth tutorial of Instantiate and its uses, visit: In depth Prefab Instantiate discussion.
In this example, we instantiate 10 copies of a prefab object in a line along the x axis.
#pragma strict public class InstantiateExample extends MonoBehaviour { public var prefab: GameObject; function Start() { for (var i: int = 0; i < 10; i++) Instantiate(prefab, new Vector3(i * 2.0f, 0, 0), Quaternion.identity); } }
using UnityEngine;
public class InstantiateExample : MonoBehaviour { public GameObject prefab;
void Start() { for (int i = 0; i < 10; i++) Instantiate(prefab, new Vector3(i * 2.0f, 0, 0), Quaternion.identity); } }
Instantiate can also clone script instances directly.
The game object hierarchy will be cloned and the cloned script instance will be returned.
After cloning an object you can also use GetComponent to set properties on a specific component attached to the cloned object.
no example available in JavaScript
using UnityEngine;
public class InstantiateComponentExample : MonoBehaviour { // Instantiate a prefab with an attached Missile script public Missile missilePrefab;
void Start() { // Instantiate the missile at the position and rotation of this object's transform Missile clone = (Missile)Instantiate(missilePrefab, transform.position, transform.rotation); } }
original | Object of type T that you want to make a clone of. |
T Object of type T.
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:
no example available in JavaScript
using UnityEngine;
public class InstantiateGenericsExample : MonoBehaviour { public Missile missile;
void Start () { Missile missileCopy = Instantiate<Missile>(missile); } }