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Question by Sir_Aulen · Jun 25, 2020 at 05:56 AM · instantiaterenderinggenerationinstantiate prefab

Instantiated sprites not rendering in game view or scene view

I'm trying to randomly generate tiles of a mosaic, but when they're instantiated, they show up in the hierarchy (in the correct locations, on the correct layer, etc), and they show up as an outline if I select them in the scene view, but the sprite doesn't render.

The instantiated gameobjects are just simple sprite renderers with a white sprite that I then assign a color to, and if I manually clone the prefab, it renders just fine.

The code I'm using to create them is just:

 //Set the number of tiles to create
 currRootNumbTiles = Random.Range(minRootNumbTiles, maxRootNumbTiles);
 //Calculate the middle of the set of tiles
  Vector3 halfExtents = new Vector3(topRightCorner.x / 2, 0, topRightCorner.z / 2);
 //Select a set of colors
 Color[] pallete = palettes[Random.Range(0, palettes.Length - 1)].colors;
 //Calculate the distance between tiles
 Vector3 delta = new Vector3(topRightCorner.x / currRootNumbTiles, 0, topRightCorner.z / currRootNumbTiles);
 
 //Create a GameObject to hold the tiles
 Transform newCorner = new GameObject().transform;
 newCorner.parent = transform;
 newCorner.position = halfExtents;
         
 for (int x = 0; x < currRootNumbTiles; x++)
 {
     for (int z = 0; z < currRootNumbTiles; z++)
     {
         //Create a new tile and give it a random color
         GameObject newTile = Instantiate(white, newCorner);
         newTile.GetComponent<SpriteRenderer>().color = pallete[Random.Range(0, pallete.Length - 1)];
         newTile.transform.localPosition = new Vector3(-halfExtents.x + x * delta.x, 0, -halfExtents.z + z * delta.z);
         newTile.tag = "mosaic";
         newTile.layer = 9;
     }
 }

Edit: I'm currently on 2019.2.21, so I'm going to update to the latest version (2019.4.1 LTS) and see if the issue is resolved

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Answer by Sir_Aulen · Jun 26, 2020 at 03:00 AM

Found the problem, the colors I was using defaulted to having an alpha of 0, rendering the tiles invisible.

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