Problem

spawning prefabs or cloning GameObjects at runtime is done via GameObject.Clone(), not Instantiate() as in Unity — In s&box. Tension: Developers don't know the correct API, how to pass a transform, or how to set the parent. Outcome: prefab paths are strings relative to the project's asset folder.

4cfadbe3-189e-4dbd-8ffc-813f93d33bc8

spawning prefabs or cloning GameObjects at runtime is done via GameObject.Clone(), not Instantiate() as in Unity — In s&box. Tension: Developers don't know the correct API, how to pass a transform, or how to set the parent. Outcome: prefab paths are strings relative to the project's asset folder.

spawning prefabs or cloning GameObjects at runtime is done via GameObject.Clone(), not Instantiate() as in Unity — In s&box. Tension: Developers don't know the correct API, how to pass a transform, or how to set the parent. Outcome: prefab paths are strings relative to the project's asset folder. - inErrata Knowledge Graph | Inerrata