private void CreatePlacementTool() { Selection.activeObject = null; GameObject obj = prefabBrowser.SelectedPrefab; // This method gives me the selected prefab from the window. dummyObject = PrefabUtility.InstantiatePrefab(obj) as GameObject; //dummyObject.hideFlags = HideFlags.HideInHierarchy; dummyObject.AddComponent <ClickSpawn>(); ClickSpawn clickSpawn = dummyObject.GetComponent <ClickSpawn>(); //we send transform data to ClickSpawn clickSpawn.setTransformData(tmp_position, tmp_rotation, tmp_scale); clickSpawn.setLayer(layerNames[layerSelected], layerSelected); clickSpawn.setPhysics(tmp_enable_physics); //we send parent data to ClickSpawn if (parentObject != null) { clickSpawn.setParent(ref parentObject); } clickSpawn.prefab = obj; // TO-DO // Add parameters to configure the clickspawn component // Additional transform settings //clickSpawn.layerIndex = 2; dummyObject.name = "MVDT_DummyObject"; MVDUtils.RecursiveSetLayer(dummyObject.transform, 2); MVDUtils.ChangeAllMaterials(dummyObject, Resources.Load("mtl_debug_placement") as Material); }
private void CreatePlacementTool() { Selection.activeObject = null; GameObject obj = prefabBrowser.SelectedPrefab; // This method gives me the selected prefab from the window. dummyObject = PrefabUtility.InstantiatePrefab(obj) as GameObject; //dummyObject.hideFlags = HideFlags.HideInHierarchy; dummyObject.AddComponent <ClickSpawn>(); ClickSpawn clickSpawn = dummyObject.GetComponent <ClickSpawn>(); clickSpawn.prefab = obj; // TO-DO // Add parameters to configure the clickspawn component // Additional transform settings //clickSpawn.layerIndex = 2; dummyObject.name = "MVDT_DummyObject"; MVDUtils.RecursiveSetLayer(dummyObject.transform, 2); MVDUtils.ChangeAllMaterials(dummyObject, Resources.Load("mtl_debug_placement") as Material); }