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Question by wolis · Aug 10, 2014 at 01:07 PM · gameobjectgetcomponentcomponent

Accessing script variables of instantiaded prefab

Hi guys. This is one of my largest problems - I never know how to access specific parts of my object, and it seems that every time I have to use a different method. I am posting my current problem here, but would be glad to receive a longer explanation of this component hierarchy.

My code: A spawner object spawns a prefab from a prefab array. (this works fine)

 Transform enemy = Instantiate (prefabs[size],transform.position,
                               Quaternion.identity) as Transform;

Afterwards I want to set some attributes of the instantiated prefab. All of the prefabs have the same script attached "Enemy.cs"

 public class Enemy : MonoBehaviour {
     public Attributes attributes;
 }
 
 [System.Serializable]
 public class Attributes
 {
      public float xSpeed = 10;
      public float ySpeed = 10;
      public float size =0;
 
 }

The way I set the atributes is by creating a new object of Atribute class and assigning it to the script. There is a function in spawner that returns a randomly generated attribute object. So what I am trying to do in code looks like this:

 Enemy enemyScript = enemy.gameObject.GetComponent<Enemy>();
 enemyScript.attributes = MakeRandomAttributes ();

The first line of this part throws an error. (Object reference not set to an instance of the object). I did something similar witha bit different architecture and something similar worked fine.

What am I doing wrong? What is the difference between GameObject and Transform?

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avatar image tanoshimi · Aug 10, 2014 at 01:36 PM 0
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I don't see anything immediately wrong with your script. So, to be clear, is there anything that comes between:

 Transform enemy = Instantiate (prefabs[size],transform.position,
 Quaternion.identity) as Transform;

and

 Enemy enemyScript = enemy.gameObject.GetComponent<Enemy>();

?

avatar image wolis · Aug 10, 2014 at 01:43 PM 0
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No, there isn't.

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Answer by wolis · Aug 10, 2014 at 02:07 PM

Found the solution to problem, appearantly, you cant store your instantiated prefab as a Transform, if you intend to access its scripts. Read more here: http://answers.unity3d.com/questions/237806/instantiate-not-returning-anything.html

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