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Question by TJGames · Jun 29, 2020 at 02:13 AM · instantiateprefabsbuttons

Question about instatiating prefab/clone character and how they work/interact with non prefeb buttons

Hello,

I have a question regarding how to control a prefab/clone that has been instatiated. I am making a game where a character prefab is instatiated or "spawned" when my player (that is not a prefab) gets hit by an enemy.

When my player gets hit a UI buttons pops up (isActive). It is basically a "start" button. When I click on this button I want the instatiated character prefab to do stuff (such as follow my player) as well as my non prefab player.

I am having issues because the button can't seem to "talk" to the instatiated prefab character. As in when I try to pass a variable to the class for the character it is always null because the buttons are not prefabs. Is the best method here to make everything a prefab so they can all pass varaibles to each other? My player, the second instatiated character and the button should all be prefabs or is there a better method?

Even when I try to find the button object (findObjectOfType<>) in the character class it comes up as null.

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Answer by haizathaneefa · Jun 29, 2020 at 04:42 AM

Hello, you need to save your instantiated prefab into a gameobject. Something like

     public GameObject gameObjectPrefab;
     GameObject prefab;
 
     void InstantiatePrefab()
     {
         gameObjectPrefab = Instantiate(prefab, transform.position, Quaternion.identity);
     }

That way, you can access the property of said instantiated prefab.

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avatar image TJGames · Jun 30, 2020 at 01:57 AM 0
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Thank you, this helped me fix it.

avatar image haizathaneefa TJGames · Jun 30, 2020 at 03:38 AM 0
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Not a problem, I was in a similar situation before and got stuck for two weeks, lol. Happy coding!

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