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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 an add_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?

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