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ClosesourceInstanceID | The instance ID of the GameObject to create additional instances of. |
count | The number of instances of the GameObject to create. |
newInstanceIDs | Pre-allocated NativeArray to populate with the instance IDs of the new GameObjects. Must be the same size as count . |
newTransformInstanceIDs | Pre-allocated NativeArray to populate with the instance IDs of the Transforms of the new GameObjects. Must be the same size as count . |
destinationScene | The Scene to place the instantiated GameObjects into. If default, then the GameObjects will be added to the currently active Scene. |
Creates a specified number of instances of a GameObject identified by its instance ID and populates NativeArrays with the instance IDs of the new GameObjects and their Transform components.
Use InstantiateGameObjects
to instantiate multiple GameObjects as a batch. An instance ID can be resolved to an object using Resources.InstanceIDToObject.
using System; using Unity.Collections; using UnityEngine;
public class InstantiateInstanceID : MonoBehaviour { public GameObject prefab; public int count = 100;
int m_InstanceID; NativeArray<int> m_InstanceIds; NativeArray<int> m_TransformIds; void Start() { m_InstanceID = prefab.GetInstanceID(); m_InstanceIds = new NativeArray<int>(count, Allocator.Persistent); m_TransformIds = new NativeArray<int>(count, Allocator.Persistent); GameObject.InstantiateGameObjects(m_InstanceID, count, m_InstanceIds,m_TransformIds ); }
void OnDestroy() { m_InstanceIds.Dispose(); m_TransformIds.Dispose(); } }
Additional resources: GameObject.SetGameObjectsActive, Resources.InstanceIDToObject