Overview: Instantiate 实例

Instantiate duplicates an object. Including all attached scripts and the entire hierarchy. It keeps references in the way you expect it: References to objects outside the cloned hierarchy will be left untouched, References to objects in the cloned hierarchy will map to the cloned object.

实例化一个对象,将包含该对象已有的全部脚本和它的全部继承关系(比如子物体和组件).这可以保证你以期望的方式引用它:可以原封不动的将对象的继承关系复制到你的新对象中.

Instantiate is incredibly fast and very versatile. It is essential to using Unity to its fullest.

实例化非常快捷,而且是多用途的.在使用Unity的过程中充分利用它是非常必要的.

For example here is a tiny script that when attached to a rigidbody with collider will destroy itself and instead spawn an explosion object

例如这是一个小脚本,当碰撞体接触后销毁自身对象,并创建一个爆炸对象.

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
    public Transform explosion;
    void OnCollisionEnter() {
        Destroy(gameObject);
        Transform theClonedExplosion;
        theClonedExplosion = Instantiate(explosion, transform.position, transform.rotation);
    }
}
var explosion : Transform ;

// When a collision happens destroy ourselves
// and spawn an explosion prefab instead

// 当一个碰撞发生自毁

// 和产生爆炸预制物代替
function OnCollisionEnter (){
    Destroy (gameObject);

    var theClonedExplosion : Transform ;
    theClonedExplosion = Instantiate(explosion,transform.position, transform.rotation);
}

Instantiate is usually used in conjunction with Prefabs .

实例化常和 Prefabs 一起使用.

最后修改:2010年11月30日 Tuesday 18:07

本脚本参考基于Unity 3.4.1f5

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