Instantiate at position (0, 0, 0) and zero rotation. This script will simply instantiate the Prefab when the game starts. Drag a Prefab into this field in the Inspector. Public class InstantiationExample : MonoBehaviour It creates an instance of that Prefab in the Start() method. The script example below has a single public variable, “myPrefab”, that is a reference to a Prefab. You can then assign the actual Prefab you want to use in the Inspector. The public variable in your code appears as an assignable field in the Inspector. You can make this reference by creating a public variable in your code to hold the Prefab reference. To instantiate a Prefab at run time, your code needs a reference to that Prefab. InstantiatingPrefabsExamples.zip Basics of instantiating a Prefab Note: You can download a Unity Project containing all the examples on this page, here: You can make a simple rocket into a super-charged rocket, without any code changes. More info See in Glossary.Ĭhange which Prefab is instantiated without changing the code. More info See in Glossary view, Hierarchy and Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Set up, test, and modify the Prefab quickly and easily using the Scene A Scene contains the environments and menus of your game. Creating equivalent GameObjects from scratch requires many more lines of code. Instantiate a Prefab using one line of code. Compared with creating GameObjects from scratch using code, instantiating Prefabs using code has many advantages because you can: More info See in Glossary or collections of GameObjects at run time. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary come in very handy when you want to instantiate complicated GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. The prefab acts as a template from which you can create new object instances in the scene. I can’t see any kind of “UpdateAsset” function for scriptable objects anywhere so I’m not sure how else to update the values.Prefabs An asset type that allows you to store a GameObject complete with components and properties. "Assets/Items/" + so.name + ".asset", typeof(ScriptableObject) Running the script again causes the SO to update correctly BUT breaks the reference to the item in the scene(which weirdly doesn’t error but instead just stays as the old copy) I need the item to be updated instead of creating over the existing one.Ĭurrently I have done some googling which says I have to get the asset and then update it, set it to dirty and then save which is not working: var existingSO = AssetDatabase.LoadAssetAtPath( Later our json says the item should be red. Hypothetically this contains a color for the item, and I assign it to a script that updates the material color to blue. var so = ScriptableObject.CreateInstance(itemClass) ĪssetDatabase.CreateAsset(so, "Assets/Items/" + so.name + ".asset") I’ve created an editor script that currently correctly creates a scriptable object. I am working on creating a tool to take our JSON item DB from a custom tool and convert them into Scriptable Objects.
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