| ASLHelperInstantiateASLObject Method (String, Vector3, Quaternion, String, String) |
Create an ASL Object - make sure the prefab you are using to create this ASLObject with does NOT already have an ASL script attached to it
and that it exists on all user's devices (that it can be found on all devices)
Namespace:
ASL
Assembly:
Assembly-CSharp (in Assembly-CSharp.dll) Version: 0.0.0.0
Syntax public static void InstantiateASLObject(
string _prefabName,
Vector3 _position,
Quaternion _rotation,
string _parentID,
string _componentAssemblyQualifiedName
)
Public Shared Sub InstantiateASLObject (
_prefabName As String,
_position As Vector3,
_rotation As Quaternion,
_parentID As String,
_componentAssemblyQualifiedName As String
)
public:
static void InstantiateASLObject(
String^ _prefabName,
Vector3 _position,
Quaternion _rotation,
String^ _parentID,
String^ _componentAssemblyQualifiedName
)
static member InstantiateASLObject :
_prefabName : string *
_position : Vector3 *
_rotation : Quaternion *
_parentID : string *
_componentAssemblyQualifiedName : string -> unit
Parameters
- _prefabName
- Type: SystemString
The name of the prefab to be instantiated. Make sure your prefab is located in the Resources/MyPrefabs folder so it can be found - _position
- Type: Vector3
The position where the object will be instantiated - _rotation
- Type: Quaternion
The rotation orientation of the object to be instantiated - _parentID
- Type: SystemString
The id or name of the parent object for this instantiated object - _componentAssemblyQualifiedName
- Type: SystemString
The full name of the component to be added to this object upon creation.
When you use a Unity component, things are slightly different. For example, to add a Rigidbody component, you would enter this: "UnityEngine.Rigidbody,UnityEngine"
In this case, the pattern is still the namespace + component, but then it is followed with by ",UnityEngine". If you need UnityEditor, try that after the comma
Examples void SomeFunction()
{
ASL.ASLHelper.InstantiateASLObject(PrimitiveType.Cube, new Vector3(0, 0, 0), Quaternion.identity, gameobject.GetComponent<ASL.ASLObject>().m_Id, "MyNamespace.MyComponent");
}
See Also