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	<title>VTIObjectInstantiate - Revision history</title>
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	<updated>2026-04-27T09:02:07Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.steeveeo.com/index.php?title=VTIObjectInstantiate&amp;diff=82&amp;oldid=prev</id>
		<title>Steeveeo: Initial writeup.</title>
		<link rel="alternate" type="text/html" href="https://wiki.steeveeo.com/index.php?title=VTIObjectInstantiate&amp;diff=82&amp;oldid=prev"/>
		<updated>2024-03-26T04:34:25Z</updated>

		<summary type="html">&lt;p&gt;Initial writeup.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Category:VTI]]&lt;br /&gt;
[[Category:VTI Drivers]]&lt;br /&gt;
&lt;br /&gt;
VTIObjectInstantiate is a [[VTI Drivers|VTI Driver]] that will instantiate copies of a Prefab GameObject when fired within a (zero-able) range of either the Streamer or the [[VTI Targets|Target]]. When choosing a Prefab, note that its saved Transform will be used as an offset to its spawned position. For example, if your spawned object should always spawn above the head of a player, make sure the Position in the saved Prefab is set have a Y greater than 0.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NOTE&amp;#039;&amp;#039;&amp;#039;: These spawned items are &amp;#039;&amp;#039;not&amp;#039;&amp;#039; syncable, do not use this Driver for persistent objects!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Driver Capabilities&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Supports User Messaging&amp;#039;&amp;#039;&amp;#039; || No (This may change in the future)&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Supports Dynamic Rebinding&amp;#039;&amp;#039;&amp;#039; || Yes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Network Sync&amp;#039;&amp;#039;&amp;#039; || Triggers on all Clients. Spawned objects &amp;#039;&amp;#039;&amp;#039;WILL NOT SYNC&amp;#039;&amp;#039;&amp;#039; to new joiners!&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Inputs&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Type !! Usage&lt;br /&gt;
|-&lt;br /&gt;
| Prefab || GameObject || The GameObject to copy when spawning objects. This can either be an object in the scene, or a Prefab from your Assets.&lt;br /&gt;
|-&lt;br /&gt;
| Item Container || GameObject || The GameObject to store spawned objects within. This is used to determine how many objects have been spawned when checking against MaxCount, so choose an object without pre-existing children. Defaults to this script&amp;#039;s GameObject.&lt;br /&gt;
|-&lt;br /&gt;
| SpawnAtPlayer || bool || Whether or not to spawn the new object at the Streamer&amp;#039;s feet or around the Target.&lt;br /&gt;
|-&lt;br /&gt;
| RandomSpawnOffsetAxes || Vector3 || How much to randomize the spawn position by in each axis. For instance, setting X to 10.0f will vary the spawn position&amp;#039;s X axis by plus-or-minus 10 meters.&lt;br /&gt;
|-&lt;br /&gt;
| MaxCount || int || How many items can be spawned before this Driver stops spawning new ones. Set to -1 to not limit. &amp;#039;&amp;#039;&amp;#039;Exercise caution when turning off limits when the spawned Prefab does not clean itself up!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|-&lt;br /&gt;
| SpawnDelay || float || How long to wait between setting the randomized spawn position and actually spawning the object. Use to ensure networking has a second to propagate the correct position before spawning.&lt;br /&gt;
|-&lt;br /&gt;
| SpawnCountRecheckDelay || float || How long in seconds to wait before updating the number of spawned items. Lower values will clear the buffer faster, but incur more load on the CPU.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Steeveeo</name></author>
	</entry>
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