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Question by gcscreations · Oct 20, 2018 at 06:04 AM · unity 5

Unity Assetbundle Parent instantiate problem unity 2018.2.1

Anyone Know about unity assetbundles instantiate prefab as a child..

Code: using UnityEngine; using System.Collections; using AssetBundles;

public class LoadAssets : MonoBehaviour { public const string AssetBundlesOutputPath = "/AssetBundles/"; public string assetBundleName; public string assetName;

 // Use this for initialization
 IEnumerator Start()
 {
     yield return StartCoroutine(Initialize());

     // Load asset.
     yield return StartCoroutine(InstantiateGameObjectAsync(assetBundleName, assetName));
 }

 // Initialize the downloading URL.
 // eg. Development server / iOS ODR / web URL
 void InitializeSourceURL()
 {
     // If ODR is available and enabled, then use it and let Xcode handle download requests.
    /*  #if ENABLE_IOS_ON_DEMAND_RESOURCES
     if (UnityEngine.iOS.OnDemandResources.enabled)
     {
         AssetBundleManager.SetSourceAssetBundleURL("odr://");
         return;
     }
     #endif*/
     #if DEVELOPMENT_BUILD || UNITY_EDITOR
     // With this code, when in-editor or using a development builds: Always use the AssetBundle Server
     // (This is very dependent on the production workflow of the project.
     //      Another approach would be to make this configurable in the standalone player.)
     AssetBundleManager.SetDevelopmentAssetBundleServer();
     return;
     #else
     // Use the following code if AssetBundles are embedded in the project for example via StreamingAssets folder etc:
     //AssetBundleManager.SetSourceAssetBundleURL(Application.dataPath + "/");
     // Or customize the URL based on your deployment or configuration
     AssetBundleManager.SetSourceAssetBundleURL("http://www.anilaralbum.com/vuforia/StandaloneWindows");
     return;
     #endif
 }

 // Initialize the downloading url and AssetBundleManifest object.
 protected IEnumerator Initialize()
 {
     // Don't destroy this gameObject as we depend on it to run the loading script.
     DontDestroyOnLoad(gameObject);

     InitializeSourceURL();

     // Initialize AssetBundleManifest which loads the AssetBundleManifest object.
     var request = AssetBundleManager.Initialize();
     if (request != null)
         yield return StartCoroutine(request);
 }

 protected IEnumerator InstantiateGameObjectAsync(string assetBundleName, string assetName)
 {
     // This is simply to get the elapsed time for this phase of AssetLoading.
     float startTime = Time.realtimeSinceStartup;

     // Load asset from assetBundle.
     AssetBundleLoadAssetOperation request = AssetBundleManager.LoadAssetAsync(assetBundleName, assetName, typeof(GameObject));
     if (request == null)
         yield break;
     yield return StartCoroutine(request);

     // Get the asset.
     GameObject prefab = request.GetAsset<GameObject>();
     prefab.transform.parent = GameObject.Find("Sivasankari").transform;

     if (prefab != null)
        GameObject.Instantiate(prefab);
        
     // Calculate and display the elapsed time.
     float elapsedTime = Time.realtimeSinceStartup - startTime;
     Debug.Log(assetName + (prefab == null ? " was not" : " was") + " loaded successfully in " + elapsedTime + " seconds");
 }

}

Expected O/p:

Prefab Clone Under the parent Object

my O/p

Prefab clone outside the parent Object

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