InstantiatePrefab
Instantiates the given Prefab in a given Scene.
Read time 3 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEditor
- Assembly: UnityEditor
InstantiatePrefab(Object)
Instantiates the given Prefab in a given Scene.
public static Object InstantiatePrefab(Object assetComponentOrGameObject)
Parameters
Prefab Asset to instantiate.
Returns
Type | Description |
|---|---|
| Object | The GameObject at the root of the Prefab. |
Remarks
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".
Examples
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); }}
InstantiatePrefab(Object, Scene)
Instantiates the given Prefab in a given Scene.
public static Object InstantiatePrefab(Object assetComponentOrGameObject, Scene destinationScene)
Parameters
Returns
Type | Description |
|---|---|
| Object | The GameObject at the root of the Prefab. |
Remarks
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".
Examples
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); }}
InstantiatePrefab(Object, Transform)
Instantiates the given Prefab in a given Scene.
public static Object InstantiatePrefab(Object assetComponentOrGameObject, Transform parent)
Parameters
Returns
Type | Description |
|---|---|
| Object | The GameObject at the root of the Prefab. |
Remarks
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".
Examples
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); }}