Instantiate with a scriptable wizard

First of all, I must apologise for the sheer volume of questions I've been putting up around this topic. I must thanks everyone who's answered, and I'm considering putting up the end result for the community as a though of thank-you. Anyway, here is the question this time: I've got the ScriptableWizard working. But how does the Instantiate command work? It doesn't work for me - what do I need to do? Script:

class CityWizard extends ScriptableWizard {
var building : GameObject;
@MenuItem("GameObject/City!")
static function City (){
ScriptableWizard.DisplayWizard("Title", CityWizard, "City", "");
}
function OnWizardCreate() {

        Instantiate (building, Vector3(0,0,0) , Vector3(0,0,0));
print ("City...");

    }

}

Thank you!

mmm... you missed some parts I guess. Try this one in C#:

using UnityEditor;
using UnityEngine;

class WizardCity : ScriptableWizard {
    public GameObject building;

    [MenuItem ("GameObject/City")]
    static void CreateWizard () {
        ScriptableWizard.DisplayWizard<WizardCity>("City", "Create");
    }
    void OnWizardCreate () {
        Instantiate(building,Vector3.zero,Quaternion.identity);
    }  
    void OnWizardUpdate () {
        helpString = "Please assign a prefab/GameObject to instantiate";
    }   
}

The last argument of the Instantiate function is a quaternion not a vector3.

Here is the JS:

class CityWizard extends ScriptableWizard {
    var building:GameObject;
    @MenuItem ("GameObject/CityWizard")
    static function CreateWizard () {
    ScriptableWizard.DisplayWizard("City Wizard", CityWizard, "Create");
    }
    function OnWizardCreate () {
        Instantiate(building,Vector3.zero,Quaternion.identity);
    }  
    function OnWizardUpdate () {
        helpString = "Please assign a prefab/GameObject to instantiate";
    }   
}