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Question by Briz · Jul 25, 2012 at 04:14 PM · prefabeditor-scripting

Add a Rigidbody to prefab using script

I'm trying to create a script which creates a prefab for imported assets. This prefab needs certain qualities, such as a Rigidbody. The prefab is being created, but the rigidbody is not getting added.

using UnityEngine; using UnityEditor;

public class AssetPrefabCreator : AssetPostprocessor { public void OnPostprocessModel(GameObject gameObject) { // When importing an asset with file type of FBX if (assetPath.EndsWith(".fbx")) { // Create a prefab and store the asset in it string prefabPath = assetPath.Replace(".fbx", ".prefab"); Object prefab = PrefabUtility.CreateEmptyPrefab(prefabPath);

         // Adds a rigidbody
         // !!! Rigidbody surrounded by sharp brackets, but doing so in text editor makes it disappear, so replaced with []'s for example. However, it has the correct brackets in the actual code.
         Rigidbody gameObjectsRigidBody = gameObject.AddComponent[Rigidbody]();
         
         EditorUtility.ReplacePrefab(gameObject, prefab, ReplacePrefabOptions.ConnectToPrefab);
         EditorUtility.SetDirty(prefab);
         }
     }
 }</pre>

What needs to be done via scripting to create a Rigidbody that is attached to the GameObject inside the newly created prefab?

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Answer by Briz · Aug 02, 2012 at 03:25 PM

The problem was that the if (assetPath.EndsWith(&quot;.fbx&quot;)) was not finding the asset based on its file type (fbx). When changed to a string that is in the asset's file name, it added the Rigidbody as instructed.

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Answer by Seth-Bergman · Jul 25, 2012 at 05:35 PM

Edit: maybe try

Rigidbody gameObjectsRigidBody = prefab.gameObject.AddComponent(Rigidbody);

gotta look into this some more, now I'm just guessing :/

but I would name my argument something other than gameObject, that may confuse the compiler..

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avatar image Briz · Jul 25, 2012 at 05:41 PM 0
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Sorry, I made a mistake in the sample code above. What you posted was actually what I already had, and isn't working. I edited the sample code to fix the mistake.

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Answer by Mander · Jul 25, 2012 at 06:43 PM

u can just simply type

 AddComponent(Rigidbody); 

if u want to change more stuff like mass u can make a variable like this

 var rigidBody : Rigidbody = AddComponent(Rigidbody);
 
 rigidBody .mass = .5;

hope this helps

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