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# instance.clone()

[Add & clone instances](https://rustic-game-engine.pages.dev/markdown/api/instances.md)

## Compatibility

**Supported languages:** C, C++, C#, Python, JavaScript, Lua 5.4, Luau, Java, PHP and HTML/inline JavaScript (binding spellings and return shapes differ).

Use a compatible native engine build and the language tools required by your binding. This does not establish browser/mobile export or release qualification for every OS.

The signature below is the shared reference notation; language examples show the actual binding syntax. Question marks mark optional arguments and explicit defaults are shown where recorded. Do not copy reference notation as a typed declaration.

See [Feature status and compatibility](https://rustic-game-engine.pages.dev/markdown/reference/compatibility.md) for API 1.0/1.1 and per-method restrictions. Engine release tags and Docs v0.1 are independent versions.

## Signature

`instance.clone(source, parent?)`

## Setup and usage

Call for bounded gameplay events such as spawning a projectile, enemy, pickup, or effect. Avoid unbounded per-frame creation.

## Parameters

| Variable | Type | Required | Description |
| --- | --- | --- | --- |
| `source` | string | Yes | Source asset or stable scene path. |
| `parent` | string or null | No | Destination parent stable entity ID; omit for the default root. |

## Return and timing

Embedded Lua returns the new entity ID and creates immediately. JavaScript/Web and external SDK instance commands return no created ID and apply in command order at callback completion (or external query flush).

## Execution behavior

Core write timing differs between immediate Lua host calls, deferred JavaScript/Web commands and external SDK query flushes. Scheduled actions advance with the scene clock; synchronous queries evaluate at the call. Follow [execution rules](https://rustic-game-engine.pages.dev/markdown/guides/scripting.md#when-mutations-take-effect) and the return/timing notes for this category.

## Language examples

Use these snippets inside Start/on_start after generating the Programming Workspace and attaching the script. Python imports rustic, Game and instance from rustic; C++ includes rustic.hpp; C includes rustic.h; C# uses using static Rustic; Java runs inside a Rustic subclass; PHP declares global $rustic, $Game, $instance in its callback. HTML uses an inline script in a ui/ asset. See [Lifecycle callbacks](https://rustic-game-engine.pages.dev/markdown/callbacks.md) for complete registration examples. Public-property examples require a declared integer health property. Scene examples require the named objects to exist before Play.

### Lua 5.4

```lua
instance.add('Part', nil)
instance.clone('Game.scene.Enemy',Game.scene.Find('Game.scene.Room'))
```

### JavaScript

```javascript
instance.add('Part');
instance.clone('Game.scene.Enemy',Game.scene.Find('Game.scene.Room'));
```

### Python

```python
instance.add('Part',None)
instance.clone('Game.scene.Enemy',Game.scene.Find('Game.scene.Room'))
```

### C++

```cpp
instance.add("Part",std::nullopt);
instance.clone("Game.scene.Enemy", Game.scene.Find("Game.scene.Room"));
```

### C#

```csharp
instance.add("Part",null);
instance.clone("Game.scene.Enemy", Game.scene.Find("Game.scene.Room"));
```

### Luau

```lua
instance.add('Part',nil)
instance.clone('Room.Enemy',Game.scene.Find('Room'))
```

### C

```c
instance.add("Part",NULL);
instance.clone("Room.Enemy",Game.scene.Find("Room"));
```

### Java

```java
instance.add("Part",null);
instance.clone("Room.Enemy",Game.scene.Find("Room"));
```

### PHP

```php
$instance->add("Part",null);
$instance->clone("Room.Enemy",$Game->scene->Find("Room"));
```

### HTML / inline JS

```javascript
instance.add('Part');
instance.clone("Game.scene.Enemy", Game.scene.Find("Game.scene.Room"));
```

## Shared Add & clone instances constraints

- Every gameplay language calls the engine-owned API. Rustic supplies SDKs and dispatches callbacks; scripts do not parse requests or serialize responses. See the language guide for complete setup and callback registration.

## Errors and debugging

Read the constraints above and the Console diagnostic. Invalid types, non-finite values, stale targets or unavailable native services can fail validation. A failed callback disables the behavior; a failed source reload keeps the last good instance. Exact error messages depend on the language adapter. See [Troubleshooting](https://rustic-game-engine.pages.dev/markdown/troubleshooting.md).

## Related APIs

- [instance.add()](https://rustic-game-engine.pages.dev/markdown/api/instances/add.md)

[All instances APIs](https://rustic-game-engine.pages.dev/markdown/api/instances.md)
