GetClone

Clone an object.

object = getObject("object") objectClone = getClone(object)

For referencing you can store them into a table :

object = getObject("object") cloneList = {} function onSceneUpdate if onKeyDown("SPACE") then table.insert(cloneList, #cloneList + 1, getClone(object)) -- create a clone end end

With that method, the first clone will be cloneList[1], second clone will be cloneList[2], and so on..

To manage all these clones at once you could add to the script, for example :

for i=1, #cloneList do    rotate(cloneList[i], {0, 0, 1}, 1, "local") end

In this case all the clones currently on the scene and the newly created ones will rotate.

Notes:
 * They keeps the base object active behavior
 * They keeps physics proprieties
 * They don't keep the translate/force/etc.. values of the base object from lua script (because they are new objects)

Warning: Spawning a lot of clones in a very short time may cause slow-down, because.
 * memory allocation : each cloning allocate new memory, fast games (like a shoot'em'up) usually pre-allocate memory.
 * when using physics, the new object need to be also allocated to the physics world
 * when using sound, the source need to be also allocated to the sound context