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Instantiate prefab script works locally but not in world

I have prefabs loading into the scene in random ranges. When I hit Play I see them in the player window. When I launch to the hololens world I don't see the prefabs loading.

What could be going wrong?
`using UnityEngine;
using System.Collections;

public class InstantiateSnowFlake : MonoBehaviour {

public GameObject mySnowFlakePreFab;
GameObject myCoolSnowFlake;
Vector3 mytransform;
private float InstatiationTimer = 1.0f;

// Use this for initialization
void Start () {
   // myCoolSnowFlake = Instantiate(mySnowFlakePreFab,transform.position,Quaternion.identity )as GameObject;
}

// Update is called once per frame
void Update () {
    CreatePrefab();
}
void CreatePrefab()
{
    CreateRandomTransForm();
    InstatiationTimer -= Time.deltaTime;

    if (InstatiationTimer <= 0)
    {
        Instantiate(mySnowFlakePreFab, mytransform, Quaternion.identity);
        InstatiationTimer = 1.0f;
    }

}
void CreateRandomTransForm()
{

    mytransform = new Vector3(Random.Range(-2.0f, 2.0f), 0.7f, Random.Range(-2.0f, 2.0f));

}

}
`

Best Answer

Answers

  • Options

    I get these warnings
    Unable to find plugins folder WSAPlayer. Native VR plugins will not be loaded.

    UnityEngine.Debug:LogWarning(Object)
    UnityEditorInternal.VR.VRPostProcess:RegisterVRPlugins(BuildTarget) (at C:/buildslave/unity/build/Editor/Src/VR/Mono/PostProcessVR.cs:123)
    UnityEditor.c__Iterator0:MoveNext()

    PostProcessWinRT:CopyPlugins() (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:401)
    PostProcessWinRT:Process() (at C:/buildslave/unity/build/PlatformDependent/WinRT/SharedSources/CSharp/PostProcessWinRT.cs:118)
    UnityEditor.HostView:OnGUI()

  • Options

    HoloSheep thanks for that hint.

  • Options

    Problem Solved:
    My problem seemed to be a corrupt project. I was missing the WSAPlayer from my project. I had to create a new project and transfer my assets folder from my corrupt project to my new project so save my work from being lost. My Code above worked fine in the Hololens world once my project was fixed.

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