Version: 2022.1

PrefabUtility.InstantiatePrefab

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public static Object InstantiatePrefab (Object assetComponentOrGameObject);
public static Object InstantiatePrefab (Object assetComponentOrGameObject, SceneManagement.Scene destinationScene);

参数

assetComponentOrGameObject 要实例化的预制件资源。
destinationScene 要在其中实例化预制件的场景。

返回

Object 位于预制件根的游戏对象。

描述

将给定场景中的给定预制件实例化。

This is similar to Instantiate but creates a Prefab connection to the Prefab. If you do not specify a Scene handle, the Prefab is instantiated in the active Scene.

Note: You should not instantiate Prefabs from the OnValidate() or Awake() method. This is because the order in which GameObjects become awake is not deterministic, and therefore can result in unexpected behaviour. If you try this, Unity will generate a warning reading "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate".

using UnityEngine;
using UnityEditor;

public class Example { [MenuItem("Examples/Instantiate Selected")] static void InstantiatePrefab() { Selection.activeObject = PrefabUtility.InstantiatePrefab(Selection.activeObject as GameObject); }

[MenuItem("Examples/Instantiate Selected", true)] static bool ValidateInstantiatePrefab() { GameObject go = Selection.activeObject as GameObject; if (go == null) return false;

return PrefabUtility.IsPartOfPrefabAsset(go); } }