Forum Discussion
Instantiating or Destroying a GameObject
There's this from the Cloud Scripting documentation:
Cloning and reparenting
Nodes can be cloned and reparented in the Mesh Cloud Scripting API; the corresponding Unity scene will update accordingly. If you clone a node, it'll clone that node and all its children (including children that may be in the corresponding Unity objects but are not visible to Mesh Cloud Scripting).
It's possible to clone or reparent Nodes that correspond to Unity Components. This is implemented by recreating these Unity components based on the Mesh Cloud Scripting Node representations. Only Nodes that can be created through the Mesh Cloud Scripting API can be cloned or reparented. If you've created a component in Unity and set fields that aren't reflected in the corresponding Mesh Cloud Scripting Node, these fields will be reset to their defaults if the Node itself is cloned. For this reason, we recommend that you clone or reparent Transform Nodes where you're manipulating objects that were created in Unity. These will always correctly keep all the original Unity settings.