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Question by isaac-alvarez306525 · Apr 28, 2020 at 01:46 PM · prefabtextmesh

How do I change text in a Text Mesh Pro GUI attached to my prefab

I have a prefab Game Object with a child canvas, that has a child Text mesh pro. I am using a an input field that assigns a name string to the prefab and I want the text mesh pro to display that name. When I run the program the prefabs are storing the string correctly but the text is only changing for the first instantiated prefab.

public class Draw_Circle : MonoBehaviour { public Color fillColor = Color.blue;

 public Slider radiusAdjuster;

 private MeshFilter _meshFilter;
 private LineRenderer _lineRenderer;
 private CircleCollider2D _circleCollider2D;
 
 public float radius;

 public void Awake()
 {
     _meshFilter = GetComponent<MeshFilter>();
     _lineRenderer = GetComponent<LineRenderer>();
     _circleCollider2D = GetComponent<CircleCollider2D>();
 }
 private void Update()
 {
     Create();
     print(this.gameObject.name);
     GameObject.Find("Canvas/Test").GetComponent<TextMeshProUGUI>().SetText(this.gameObject.name);

public class TaskCreation : MonoBehaviour { public Toggle EnableSwitch; public TMP_InputField inputField;

 public GameObject Entity;
 public GameObject Panel;

 public string nameText;
 public void OpenPanel()
 {
     if(Panel != null)
     {
         bool isActive = Panel.activeSelf;

         Panel.SetActive(!isActive);

         if(isActive == true && EnableSwitch.isOn)
         {
             Produce();
         }
     }

 }
 public void NameAssign(string newName)
 {
     nameText = newName;
 }

 public void Produce()
 {
     float h = 2f * Camera.main.orthographicSize;
     float w = h * Camera.main.aspect;


     float x0 = 0 - w / 2;
     float y0 = 0 - h / 2;
     float x1 = x0 + w;
     float y1 = y0 + h;

     Vector3 position = new Vector3(Random.Range(x0, x1), Random.Range(y0, y1), 0);

     
     print(nameText);
     Entity.name = nameText;
     Instantiate(Entity, position, Quaternion.identity);
     Debug.Log(Entity.name);
     //GameObject.Find("Canvas/Test").GetComponent<TextMeshProUGUI>().SetText(Entity.name);

 }
 

}

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