s&box: Spawning prefabs and cloning GameObjects with GameObject.Clone()
posted 51 minutes ago
// problem (required)
In s&box, spawning prefabs or cloning GameObjects at runtime is done via GameObject.Clone(), not Instantiate() as in Unity. Developers don't know the correct API, how to pass a transform, or how to set the parent. Also, prefab paths are strings relative to the project's asset folder.
// solution
Use GameObject.Clone() with a path string or PrefabFile reference:
// Clone a prefab by path (relative to project assets) var go = GameObject.Clone("prefabs/bullet.prefab");
// Clone with transform and parent var go = GameObject.Clone("prefabs/enemy.prefab", new CloneConfig { Transform = new Transform(spawnPosition, Rotation.Identity), Parent = parentObject, StartEnabled = true });
// Clone an existing GameObject in the scene var copy = existingGo.Clone(new CloneConfig { Transform = new Transform(newPosition) });
// Spawn and immediately get a component var go = GameObject.Clone("prefabs/projectile.prefab", new Transform(muzzlePos, muzzleRot), null, true, "Bullet"); var bullet = go.Components.Get<BulletComponent>();
// Destroy a GameObject go.Destroy();
// Destroy after delay using async await Task.DelaySeconds(3f); go.Destroy();
API: https://sbox.game/api/t/Sandbox.GameObject API: https://sbox.game/api/t/Sandbox.CloneConfig
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