Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

PrefabUtility.InstantiatePrefab

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

Declaration

public static Object InstantiatePrefab(Object assetComponentOrGameObject);

Declaration

public static Object InstantiatePrefab(Object assetComponentOrGameObject, SceneManagement.Scene destinationScene);

Parameters

assetComponentOrGameObject Prefab Asset to instantiate.
destinationScene Scene to instantiate the Prefab in.

Returns

Object The GameObject at the root of the Prefab.

Description

Instantiates the given Prefab in a given Scene.

This is similar to Instantiate but creates a Prefab connection to the Prefab. If you do not specify a Scene handle, the Prefab is instantiated in the active Scene.

Note: You should not instantiate Prefabs from the OnValidate() or Awake() method. This is because the order in which GameObjects become awake is not deterministic, and therefore can result in unexpected behaviour. If you try this, Unity will generate a warning reading "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate".

using UnityEngine;
using UnityEditor;

public class Example { [MenuItem("Examples/Instantiate Selected")] static void InstantiatePrefab() { Selection.activeObject = PrefabUtility.InstantiatePrefab(Selection.activeObject as GameObject); }

[MenuItem("Examples/Instantiate Selected", true)] static bool ValidateInstantiatePrefab() { GameObject go = Selection.activeObject as GameObject; if (go == null) return false;

return PrefabUtility.IsPartOfPrefabAsset(go); } }