original | コピーしたい既存オブジェクト |
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. |
Object The instantiated clone.
original のオブジェクトをクローンします
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; using System.Collections;
public class ExampleClass : MonoBehaviour { public Rigidbody projectile; void Update() { if (Input.GetButtonDown("Fire1")) { Rigidbody clone; clone = Instantiate(projectile, transform.position, transform.rotation) as Rigidbody; 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; } } }
オブジェクトをクローンした後、さらに GetComponent を使用して、クローンされたオブジェクトの特定コンポーネントのプロパティーを設定できます。
original | クローンしたい T 型のオブジェクト |
T T 型のオブジェクト
ジェネリック版も使用できます。詳細については Generic Functions を参照してください。
この例では Missile オブジェクトのインスタンスを再び作成していますが、Generics を使用しているので結果をキャストする必要がありません。
using UnityEngine;
public class InstantiateGenericsExample : MonoBehaviour { public Missile missile;
void Start() { Missile missileCopy = Instantiate<Missile>(missile); } }