zyonneo
zyonneo

Reputation: 1389

When Instantiated the gameobjects appear as Clones.Is there any way to identify each clones?

Consider a cube.Initially the cube is converted to prefabs by dragging into the project window and deleted from the hierarchy.Now this prefab is getting Instantiated.So when it gets instantiated a couple of times, all the instantiated gameobjects will have the name Cube(Clone).Is there a way to identify these clones like any unique features.

Upvotes: 0

Views: 478

Answers (3)

Tipx
Tipx

Reputation: 7515

If you want to identify your objects through something else than the name directly, you can always add a field or property to these objects and display it in the editor associated (or the default one.)

That value would be populated by the constructor if auto-generated, or the Clone method if you want to have a control over it.

Upvotes: 1

Chawy
Chawy

Reputation: 51

You can do this.

Example:

public class MyClass : MonoBehaviour
{
    [SerializeField]
    GameObject myPrefab;

    void Start()
    {
         GameObject g = null;
         for(int i = 0; i < 5; i++)
         {
             g = GameObject.Instantiate(myPrefab);
             g.name = "MyPrefab_" + (i+i);
         }
    }
}

This should instantiate 5 game objects named:

  • MyPrefab_1
  • MyPrefab_2
  • MyPrefab_3
  • MyPrefab_4
  • MyPrefab_5

Upvotes: 2

Technivorous
Technivorous

Reputation: 1712

several ways. clicking them in the inspector will show them in the scene view and vice versa, but you could also do it via a script to increment some sort of ID, this method will go in place of your instantiation.

int id = 0;

                for ( int i = 0; i<5; i++)
                {
                    GameObject yourob = Instantiate(obj) as GameObject;
                    yourob.gameObject.name = "Object " + id;
                    id++;
                }

this will get rid of the clone name convention and leave you with

Object 0 - Object 4

note: you can change the string Object to whatever you want.

Upvotes: 3

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