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    Class FlexalonCloner

    Sometimes, it's useful to generate child objects instead of defining them statically. The Flexalon Cloner can generate objects from a set of prefabs iteratively or randomly, and can optionally bind to a data source.

    Inheritance
    object
    UnityEngine.Object
    UnityEngine.Component
    UnityEngine.Behaviour
    UnityEngine.MonoBehaviour
    FlexalonCloner
    Syntax
    [AddComponentMenu("Flexalon/Flexalon Cloner")]
    [HelpURL("https://www.flexalon.com/docs/cloner")]
    public class FlexalonCloner : MonoBehaviour

    Properties

    CloneType

    In which order should prefabs be cloned.

    Declaration
    public FlexalonCloner.CloneTypes CloneType { get; set; }
    Property Value
    Type Description
    FlexalonCloner.CloneTypes

    Count

    How many clones should be generated.

    Declaration
    public uint Count { get; set; }
    Property Value
    Type Description
    uint

    DataSource

    Can be an gameObject with a component that implements FlexalonDataSource. The number of objects cloned is set to the number of items in the Data property.

    Declaration
    public GameObject DataSource { get; set; }
    Property Value
    Type Description
    UnityEngine.GameObject

    Objects

    Prefabs which should be cloned as children.

    Declaration
    public List<GameObject> Objects { get; set; }
    Property Value
    Type Description
    System.Collections.Generic.List<T><UnityEngine.GameObject>

    RandomSeed

    Seed used for the Random clone type, to ensure results remain consistent.

    Declaration
    public int RandomSeed { get; set; }
    Property Value
    Type Description
    int

    Methods

    MarkDirty()

    Forces the cloner to regenerate its clones.

    Declaration
    public void MarkDirty()
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