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Is it possible to break a GameObject from its prefab instance?
s_guy. I’m not sure why, but the “break prefab” option doesn’t fully sever the connection. The easiest way to do that is to use the object instance to create a new prefab (drag to the project folder) and delete the new prefab, presuming you don’t want it.
Can a prefab instantiate itself?
If you reference a prefab onto its self, and you instantiate it, it will reference the new game object instead of the prefab. Try this: Create a new folder called Resources in your Assets. Put your prefab into that folder.
How to make a prefab spawn?
To create a simple block Prefab:
- Choose GameObject > 3D Object > Cube.
- Drag the cube from the Hierarchy window into the Assets folder in the Project window. This creates a Prefab Asset.
- Rename your Prefab to “Block”.
- Now that your Block Prefab exists as an Asset, you can safely delete the cube from your Hierarchy.
How do you create spawner in C #?
Click to expand… In the hierachy there creates a spawner when i hit play because i have a humanoid with a gun prefab in his self and when i hit play you can see the weapon and in the weapon prefab is a child named Spawner and thats an empty gameobject. I set it into the player gameobject and transform.
Can a spawner be attached to a cloned gun?
At the moment it looks like you are attaching the ‘original’ spawner object as the transform so when the gun is instantiated (think cloned) it can’t attach it’s own, cloned, spawner. Imagine if you had 2 guns for some reason – how would it know which of the clones to use?
Where is the spawner in the Unity game?
The spawner is on the front of the gun and its not in the scene its a prefab when i start it he places the weapon prefab with as child the Spawner and i walk a little bit the spawner goes with him but when i shoot he shoots at the floor at the position from where the charracter standing at the begin of the scene and there is not the spawner.
Why is spawner not a transform in Minecraft?
Your problem is that the Spawner object is the child of an other object, in the above case the “AutomaticRifle 1”. In the script you set it as a transform, but the game engine can not make a connection between the two. So you have to do that manually.