instantiate at specific coords
how can i instantiate something with Realtime.Instantiate at a specific position
5 Replies
Hi @MasterOX 水. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave:
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You can instantiate a prefab at a specific position using the
Realtime.Instantiate()
method. This method has an overload that accepts position and rotation as parameters. Here's how you can use it:
- prefabName
: The name of the prefab to instantiate. The prefab must contain a RealtimeView on the root and it must live within a Resources folder or Unity will not be able to locate it on other clients.
- position
: The position where you want to instantiate the prefab.
- rotation
: The rotation you want to apply to the instantiated prefab.
- options
: Used to override the default ownership / lifetime settings for the object or to use a specific instance of Realtime when multiple instances are available in the scene.
The instantiated game object, along with all RealtimeViews and RealtimeComponents, will be initialized and ready for use immediately.
For more details, you can refer to the NormalVR documentation (https://normcore.io/documentation/reference/classes/Normal.Realtime.Realtime).
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Realtime.Instantiate(powerup,spawn1.position); gives this error Argument 2: cannot convert from 'UnityEngine.Vector3' to 'Normal.Realtime.Realtime.InstantiateOptions?'
@Normcore Assistant Realtime.Instantiate(powerup,spawn1.position); gives this error Argument 2: cannot convert from 'UnityEngine.Vector3' to 'Normal.Realtime.Realtime.InstantiateOptions?'
Let me check the knowledge base for you. One moment! :books:
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The error you're encountering is due to the incorrect usage of the
Realtime.Instantiate()
method. The method expects an InstantiateOptions
object as the second argument, but you're providing a Vector3
object.
If you want to instantiate a prefab at a specific position, you should use the overload of Realtime.Instantiate()
that accepts position and rotation as parameters. Here's how you can do it:
In your case, you can use it like this:
Please replace "powerup"
with the actual name of your prefab. Quaternion.identity
is used when you don't want to apply any rotation to the instantiated prefab. If you want to apply a specific rotation, replace Quaternion.identity
with the desired rotation.
For more details, you can refer to the NormalVR documentation (https://normcore.io/documentation/reference/classes/Normal.Realtime.Realtime).
----------------------
Note: you can ask me a follow up question by @ mentioning me again :speech_balloon:
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