Turn a game object into a prefab without creating a clone

I have a code that Instantiates a random enemy prefab into the scene.

public List<GameObject> enemySprites = new List<GameObject>();
public GameObject enemySpriteShown;


enemySpriteShown = (GameObject) Instantiate(enemySprites[Random.Range(0, enemySprites.Count)], enemySpriteShown.transform.position, enemySpriteShown.transform.rotation);

The prefab appears at intended, with the correct position but at a slightly different scale than that of the placeholder.

Logic dictates that enemySpriteShown is now the instance of the GameObject Prefab. However, what I see is the copy of the prefab being added as a new object clone (in its proper transform), leaving the enemySpriteShown placeholder visible.

I know i can use

if (enemySpriteShown != null) enemySpriteShown.GetComponent<SpriteRenderer>().enabled = false;

to remove the placeholder when running the program, but is there anyway to replace enemySpriteShown with the prefab? Or am I barking up the wrong tree?

“The prefab appears at intended, with the correct position but at a slightly different scale than that of the placeholder.”

if you have the placeholder scaled, the instantiated object doesnt care. It will spawn in at its prefab scale. If you want the scale to be the exact same and the placeholder is able to scale up/down, make the instantiated object a child of the placeholder then set its localScale to 1,1,1 and then unparent it.

When you instantiate an object it is a clone. It will always be a clone as far as unity is concerned. Even down to the script on these objects, if they are both using the same script… object A’s script is a different instance of object B’s script.

So enemyspriteshown exists in the game world, you want to replace it with an instantiated object? It makes sense why the placeholder continues to exist even after you instantiate and assign. You arent “replacing” anything. All youre doing is instantiating a prefab and saying “You are now known as enemyspriteshown”. The original “enemyspriteshown” will still exist, but youve lost reference to it since his reference was replaced.

try this.

        GameObject temp = (GameObject)Instantiate(enemySprites[Random.Range(0, enemySprites.Count )], enemySpriteShown.transform.position, enemySpriteShown.transform.rotation);
        temp.transform.parent = enemySpriteShown.transform;
        temp.transform.localScale = new Vector3(1, 1, 1);
        temp.transform.parent = null;
        enemySpriteShown = temp;

And if youre a visual learner, maybe my poorly drawn diagram will help a bit.