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Question by Gnamra · Sep 29, 2015 at 08:14 PM · prefabprefabsscriptingproblem

Changing a script inside a prefab

I'm working off a solution I found here: http://answers.unity3d.com/questions/867714/changing-prefab-setting-through-scripting-c.html

I have a prefab which has a script, I am trying to change the public values of that script. I am trying to access the script using the GetComponent function, but it just keeps yelling at me that object reference is not set to an instance of an object and now I am scared ;_;

Just to be clear, I want to change the script inside the prefab itself, not an instantiated object of the prefab.

Here's the script: http://hastebin.com/itazovapuy.py

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avatar image Mako-Infused · Sep 29, 2015 at 08:52 PM 0
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Are you looking to change the script of the prefab during runtime, or just in the editor?

avatar image Inok · Sep 29, 2015 at 09:26 PM 0
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check this thread:

How can I get components in non-instantiated prefab?

avatar image Mako-Infused Inok · Sep 29, 2015 at 09:54 PM 0
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Yeah, that's a good link. That's why I asked if this was for runtime or not. To my knowledge there is no way to get this to work during runtime, however if I'm wrong I would love to know how!

avatar image Cherno Mako-Infused · Sep 29, 2015 at 09:56 PM 0
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You can make it work with a workaround: Instantiate the prefab, change the script, then use PrefabUtility to replace the prefab with the changed one. Works only when running from the editor, though.

On a related note, changing prefabs at runtime goes contrary to the purpose of prefabs.

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Answer by robbyisdead · Sep 29, 2015 at 10:53 PM

Hello Mako,

So here, it looks like you're trying to grab a component from an object:

EnemyHealth eh = prefabs[0].GetComponent();

And if you'e getting a null object reference, it means this ^ isn't getting anything. A better way would be to declare a global variable for the script, like this:

private NameOfScriptYouAreTryingToEdit variableName;

Then you call that in the script like this:

variableName.EnemyHealth.

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