Instantiate Sequential

This sequential instantiate a Unity game object from a prefab.
Base Properties
To learn about the common Base Properties, please see Base Sequential
Prefab to Instantiate
This is the prefab to instantiate.
You can select the prefab directly, or you can select a random prefab from a list of prefabs, or you can get the prefab from a variable or global variable.
Info
To learn more about assigning values with different options, see Value Assign
Object Count
This defines how many objects to instantiate from the prefab.
Note
If you assign a value greater than 1, the Sequential output port exposes an array of game objects instead of a single game object.
Delay Between Each Object
If the Object Count is greater than 1, you can define a delay value (in seconds) to wait between each object instantiate.
Parenting
This section lets you define the parenting options of the instantiated game object.
Parent
The instantiated object(s) will be the child(ren) of this Parent transform.
World Position Stays
When the instantiated object became a child of the Parent transform, this defines the position of the game object after parenting.
So, if this is enabled, the world position of the game object stays same. Otherwise, it will be positioned according to its new Parent transform.
Destroy Options

Destroy Delayed
When this option is enabled, the instantiated object will be destroyed after a certian time.
Delay to Destroy
If the Destroy Delayed is enabled, the instantiated object will be destroyed after seconds that is defined in this property.
Additional Positioning
This group lets you define the position of the instantiated object.

Position to This
This will be the position of the instantiated object.
You can enter a direct Vector3 value, or select a random position from a range, or get the Vector3 value from a variable or global variable, or you can position it to the same position of another transform.
Info
To learn more about assigning values with different options, see Value Assign
Offset
This value will be added to the position of the instantiated game object.