This function creates objects (specifically, prefabs) within a Unity scene.
This function is vectorized over all functions from prefab_path
through
z_rotation
; to add multiple objects, simply provide vectors to each
argument. Note that all arguments will be automatically recycled if not the
same length; this may produce undesired results. This function is only
capable of altering a single scene at once – call the function multiple
times if you need to manipulate multiple scenes.
Usage
instantiate_prefab(
script,
method_name = NULL,
destination_scene = NULL,
prefab_path,
x_position = 0,
y_position = 0,
z_position = 0,
x_scale = 1,
y_scale = 1,
z_scale = 1,
x_rotation = 0,
y_rotation = 0,
z_rotation = 0,
exec = TRUE
)
Arguments
- script
A
unifir_script
object, created by make_script or returned by anadd_prop_*
function.- method_name
The internal name to use for the C# method created. Will be randomly generated if not set.
- destination_scene
Optionally, the scene to instantiate the prefabs in. Ignored if NULL, the default.
- prefab_path
File path to the prefab to be instantiated. This should be relative to the Unity project root directory, and likely begins with "Assets". Alternatively, if this is one of the elements in
- x_position, y_position, z_position
The position of the GameObject in world space.
- x_scale, y_scale, z_scale
The scale of the GameObject (relative to its parent object).
- x_rotation, y_rotation, z_rotation
The rotation of the GameObject to create, as Euler angles.
- exec
Logical: Should the C# method be included in the set executed by MainFunc?
See also
Other props:
add_default_player()
,
add_light()
,
add_prop()
,
add_texture()
,
create_terrain()
,
import_asset()
,
load_png()
,
load_scene()
,
new_scene()
,
read_raw()
,
save_scene()
,
set_active_scene()
,
validate_path()
Examples
# First, create a script object.
# CRAN doesn't have Unity installed, so pass
# a waiver object to skip the Unity-lookup stage:
script <- make_script("example_script", unity = waiver())
# Now add props:
script <- instantiate_prefab(script, prefab_path = "Assets/some.prefab")
# Lastly, execute the script via the `action` function