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Question by Danzmann · Nov 26, 2016 at 08:24 PM · c#editoreditor-scriptingruntimeaddcomponent

How to automatically add a script component to a generic gameobject in the editor?

So, I am working on this game, and I am supposed to make a system to change level based on Triggers the player enter. I have a singleton with a list of classes, each class is a trigger to add on the current level. This is the Trigger Class:

 [System.Serializable]
     public class TriggerClass
     {
 
         public GameObject Trigger;
         public bool Active;
 
         public TriggerClass(GameObject obje, bool active = false) //constructor
         {
             Trigger = obje;
             Active = active;
         }
     }

And the list:

 public List<TriggerClass> Triggers = new List<TriggerClass>();

As the OnTriggerEnter() callback must be called on the trigger object, there need to be a script attached to every single trigger gameobject, whatever the trigger is, that I called TriggerScript. Considering that in the Inspector it shows that pretty system with the Triggers List, where you type in the size and it automatically creates the elements, is there any way that I could make the TriggerScript automatically attach to the object when the artist just drags it into the gameObject field in the list element?

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Answer by kaliam · Nov 26, 2016 at 09:10 PM

Simply to clarify, you're saying that you're currently unable to drag the script from where it is in the folder to the game object?

Second, have you placed the script in the prefabs folder first, before moving it?

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avatar image Danzmann · Nov 27, 2016 at 06:29 PM 0
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Um no. I want a script that adds scripts automatically to gameobjects. I want to drag a object in the object box in the inspector and then once that happens, a script component is added automatically to this object

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