Version: 5.5 (switch to 5.6b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

GameObject Constructor

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public GameObject()
public GameObject();
public GameObject(name: string)
public GameObject(string name);
public GameObject(name: string, params components: Type[])
public GameObject(string name, params Type[] components);

Parameters

name The name that the GameObject is created with.
components A list of Components to add to the GameObject on creation.

Description

Creates a new game object, named name.

Transform is always added to the GameObject that is being created. The creation of a GameObject with no script arguments will add the Transform but nothing else. Similarly, the version with just a single string argument just adds this and the Transform. Finally, the third version allows the name to be specified but also components to be passed in as an array.

#pragma strict
// Creates a game object named "Player" and 
// adds a rigidbody and box collider to it.
public class ExampleScript extends MonoBehaviour {
	function Start() {
		var player: GameObject;
		player = new GameObject("Player");
		player.AddComponent.<Rigidbody>();
		player.AddComponent.<BoxCollider>();
	}
}
// Creates a game object named "Player" and 
// adds a rigidbody and box collider to it.

using UnityEngine;

public class ExampleScript : MonoBehaviour { void Start( ) { GameObject player; player = new GameObject("Player"); player.AddComponent<Rigidbody>(); player.AddComponent<BoxCollider>(); } }