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Question by hammondt · Dec 28, 2017 at 10:57 PM · prefabprefabsprefab changing at runtimeprefab connection

Unity Programmatically Link Prefab

Let's say I have 5 different enemy prefabs. I won't know until runtime which prefab I want to be spawning.

I know that normally I can make a public GameObject variable that I can link to a script.

What's the best way to link the prefab programmatically to accomplish this? It doesn't seem very efficient to have multiple variables for each prefab that I have to write boiler plate code to handle each :).

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Answer by Matt-Face · Dec 29, 2017 at 01:58 AM

Here is the easiest way to keep track of the enemies in your scene:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Enemy : MonoBehaviour {
     public static List<Enemy> allEnemies = new List<Enemy>();
     // Use this for initialization
     void Start () {
         allEnemies.Add(this);
     }
     
     // Update is called once per frame
     void Update () {
         
     }
 }

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Answer by Cherubini-Neto · Dec 29, 2017 at 01:54 AM

I would just create a public List<GameObject> and assign them in the editor. Then you could use a loop on the list to write the code you need to handle each prefab.

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