Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Network.Instantiate

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function Instantiate(prefab: Object, position: Vector3, rotation: Quaternion, group: int): Object;
public static Object Instantiate(Object prefab, Vector3 position, Quaternion rotation, int group);

Description

Network instantiate a prefab.

The given prefab will be instanted on all clients in the game. Synchronization is automatically set up so there is no extra work involved. The position, rotation and network group number are given as parameters. Note that in the example below there must be something set to the playerPrefab in the Editor. You can read more about instantiations in the object reference Object.Instantiate.

Internally this is a buffered RPC call. You can use Network.RemoveRPCs is with the group number to remove the call from the buffer. Alternatively you can call Network.RemoveRPCs on the first NetworkViewID in the instantiated prefab. When the instantiation occurs internally the buffered RPC message is linked to the first NetworkView of the prefab which makes this possible.

    // Immediately instantiate new connected player's character
    // when successfully connected to the server.

var playerPrefab : Transform; function OnConnectedToServer () { Network.Instantiate(playerPrefab, transform.position, transform.rotation, 0); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform playerPrefab; void OnConnectedToServer() { Network.Instantiate(playerPrefab, transform.position, transform.rotation, 0); } }

Example of removing an instantiation from the RPC buffer:

var nView: NetworkView;

function Start() { nView = GetComponent.<NetworkView>(); }

// Immediately destroy and remove RPC for network instantiated object // (script attached to prefab) function OnNetworkInstantiate(info: NetworkMessageInfo) { Debug.Log(nView.viewID + " spawned");

if (Network.isServer) { Network.RemoveRPCs(nView.viewID); Network.Destroy(gameObject); } }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public NetworkView nView; void Start() { nView = GetComponent<NetworkView>(); } void OnNetworkInstantiate(NetworkMessageInfo info) { Debug.Log(nView.viewID + " spawned"); if (Network.isServer) { Network.RemoveRPCs(nView.viewID); Network.Destroy(gameObject); } } }