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Question by JohnKMcCarthy · Apr 26, 2020 at 07:32 AM · instantiatecloneinstantiate prefab

Instantiate inactive,Making a GameObject active/instantiate

Noob question for my first project.

I want to make a GameObject 'bigBrother' appear when another two objects collide.

I've been trying to do this by having it inactive and using SetActive with an if statement, but I can't make it work and I realised I can't even do this without the If statement, not even with a script that says nothing else but SetActive on Start or Wake or Update... I thought that perhaps it is because Unity can't see objects that are inactive at the start of the game, and some forum posts suggest making the inactive prefab a child of an active empty (https://answers.unity.com/questions/921123/enabling-a-disabled-prefab-in-the-scene.html) but this doesn't seem to make a difference.

So I figure SetActive is not the way and I am trying out Instantiate. This works insofar as it creates a clone in the game but one that is inactive and I can't get it to activate! I have seen examples of code that just say SetActive.'name of prefab' that are supposed to activate the just instantiated clone, but maybe I need to refer to the clone specifically? The in-game name is suffixed with '(clone)'

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 public class SpawnBigBrother : MonoBehaviour
 {
     public GameObject bigBrother;
         void OnCollisionEnter(Collision col)
     {
         if (col.gameObject.name == "Wall")
             {
                 Instantiate(bigBrother);
                 bigBrother.SetActive(true);
         }
     }
 }

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Answer by ransomink · Apr 26, 2020 at 02:11 PM

Is your bigBrother game object already in the scene? If it is, then you just need to do: bigBrother.SetActive(true); when the object's collide


If you want to spawn your bigBrother object into the scene, when you instantiate, you do not save the created game object to a variable, so you cannot access it and set it to active. This will create a game object and set it to active. Instantiate also has parameters to set the position, rotation, and parent of the created game object. Add those, if needed

 GameObject clone = Instantiate(bigBrother);
 clone.SetActive(true);
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Answer by JohnKMcCarthy · Apr 26, 2020 at 01:09 PM

Oh yeah that looks useful as it defines the name rather than let it be auto generated - that will be much more better for my intended use.

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Answer by endasil_unity · Apr 26, 2020 at 10:04 AM

Instantiate(bigBrother) creates a clone of the bigbrother object, then with bigBrother.SetActive(true); you activate whatever is your original bigBrother object, not the cloned object. Try this:

 GameObject clone = Instantiate(bigBrother) as GameObject;
 clone.SetActive(true);
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