Is Indie license have any limitation for prefabs copy?

I do like this : Instantiate(origin, copy.transform.position,copy.transform.rotation);
But in the Hierarchy View I saw only (clone) copy of my prefab. Why? Is it some indie licensing limits for prefabs copy :?:

Not exactly sure what the problem is… you instantiated a GO and got a copy of it. Elaborate a little bit more about what you were expecting to happen.

When I drug my prefab in the Hierarchy Wiew, I see copy of my prefab (blue colored). But, when I copy prefab by the script, I have complitely new independent copy, which are not connected with my prefab (gray colored). I thing this is not so good for 3D performance. :?:

This is example project (see the attached .zip file). In my case I see this ( Look at the picture). :sweat_smile:

102980–3952–$prefabs_test_113.zip (470 KB)

Neodrop,

Unity is simply attaching (clone) to the name of whatever prefab you instantiated. If you were to create it by :

var t = Instantiate(origin, copy.transform.position,copy.transform.rotation);
t.name = “SomeRandomName”;

It will show up with that name on the inspector. I expect the “clone” tag is there to tell you that the object wasn’t one you placed in the UI, but created programatically.

And, if I’ll change my prefab, all his copy’s will be changed too?

If you add copies of your prefab to your scene inside of Unity authoring by dragging them to the Scene or Hierarchy views then yes, they’ll update when you make changes to the source prefab. If you add copies of your prefab to the scene at run-time using Instantiate then no, they don’t seem to get updated when you alter/update the source prefab object.

But, if I run script, which copyed my prefub in @script ExecuteInEditMode()” mode for Level construction needs, why this metod don’t work like drug&drop :?:

Use the editor classes for doing things like this. In this case you’ll want to look at http://unity3d.com/support/documentation/ScriptReference/EditorUtility.InstantiatePrefab.html

Bingo, Shawn’s got it right.

By the way, it’s great to see you here, Neodrop! If you have any Virtools->Unity specific questions feel free to PM or email me…

Thanks, Matthew. All, what I want from Virtools to Unity right now, is a Bizier Interpolator with Built in Curve Editor. Heh, this is a great stuff in Virtools.

BTW, I was very glad to see you here too. :slight_smile:

And thanks to all for answers.

http://unity3d.com/support/resources/example-projects/animationapi

I am surprised! The Example Project folder is extremely difficult for navigation. Thanks huge, Matthew! :lol: