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Question by Matthew A · Jan 02, 2011 at 04:56 PM · instantiateprefabvariable

Change prefab before instantiation

Is it possible (or sensible) to change a "prefab" in a script before passing it to instantiate?

For example, something like the following:

// assigned in the editor var prefab : GameObject;

function Start() { prefab.GetComponent(FooComponent).ownerObject = this.gameObject; }

function Foo() { var newObject : GameObject = Instantiate(prefab, Vector3.zero, Quaternion.identity);

 // now don't have to do this - a saving if instantiating many objects of this type
 //newObject.GetComponent(FooComponent).ownerObject = this.gameObject;

}

I tried this with Network.Instantiate, and it broke horribly and silently (at which I'm not surprised). Now I'm wondering if this would work with the standard Instantiate function?

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avatar image Ejlersen · Jan 02, 2011 at 05:01 PM 0
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I have actually never tried to do so, but why not change it after you have initialised it?

avatar image Matthew A · Jan 03, 2011 at 12:22 PM 0
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Well, if this is a script in my player object that fires bullets, I was hoping to set the owner of every bullet instantiated by this player by altering the prefab once for each player, ins$$anonymous$$d of setting it after every instantiation of a bullet on every player.

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Answer by d3coy · Jan 02, 2011 at 06:42 PM

It does work, but it has the consequence that the altered Prefab will remain changed when you leave play mode. You're literally altering the Prefab, so the changes persist beyond runtime.

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avatar image Matthew A · Jan 03, 2011 at 12:24 PM 0
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Ok, thanks. It's interesting to know that unity still regards it as a prefab rather than a GameObject as its type indicates. Oh well.

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