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GameObject.CreatePrimitive

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public static method CreatePrimitive(type: PrimitiveType): GameObject;
public static GameObject CreatePrimitive(PrimitiveType type);

Parameters

typeThe type of primitive object to create.

Description

Creates a game object with a primitive mesh renderer and appropriate collider.

#pragma strict
public class Example extends MonoBehaviour {
	// Create a plane, sphere and cube in the Scene.
	function Start() {
		var plane: GameObject = GameObject.CreatePrimitive(PrimitiveType.Plane);
		var cube: GameObject = GameObject.CreatePrimitive(PrimitiveType.Cube);
		cube.transform.position = new Vector3(0, 0.5f, 0);
		var sphere: GameObject = GameObject.CreatePrimitive(PrimitiveType.Sphere);
		sphere.transform.position = new Vector3(0, 1.5f, 0);
		var capsule: GameObject = GameObject.CreatePrimitive(PrimitiveType.Capsule);
		capsule.transform.position = new Vector3(2, 1, 0);
		var cylinder: GameObject = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
		cylinder.transform.position = new Vector3(-2, 1, 0);
	}
}
using UnityEngine;

public class Example : MonoBehaviour { // Create a plane, sphere and cube in the Scene.

void Start() { GameObject plane = GameObject.CreatePrimitive(PrimitiveType.Plane);

GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube); cube.transform.position = new Vector3(0, 0.5f, 0);

GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere); sphere.transform.position = new Vector3(0, 1.5f, 0);

GameObject capsule = GameObject.CreatePrimitive(PrimitiveType.Capsule); capsule.transform.position = new Vector3(2, 1, 0);

GameObject cylinder = GameObject.CreatePrimitive(PrimitiveType.Cylinder); cylinder.transform.position = new Vector3(-2, 1, 0); } }

Note: CreatePrimitive may fail at runtime. This will happen if your project does not reference the following components: MeshFilter, MeshRenderer, and BoxCollider or SphereCollider at runtime. The recommended way to avoid this crash is to declare private properties of these types. The stripping system will recognise their use which include them in the build so will not delete these components.

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