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Question by The-Oddler · Mar 24, 2012 at 12:15 PM · c#instantiateprefab

instantiate prefab assigned in inspector c#

Hi,

I'm trying to instantiate a bullet from a c# script. I want to be able to specify the bullet in the inspector.

 public Rigidbody m_Bullet;

Then I try to instantiate it as followed:

 Rigidbody newBullet = (Rigidbody)Instantiate( m_Bullet, transform.position, transform.rotation );
 newBullet.velocity = m_ShootingDirection * 25.0f;
 Physics.IgnoreCollision( newBullet.collider, transform.root.collider );

This however doesn't appear to be working properly, since it can't cast to the Rigidbody. I did get it working using the following code:

 GameObject bulletGameObj = Instantiate(Resources.Load("Towers/Default/p_BulletDefault"), transform.position + m_ShootingDirection*1.0f, Quaternion.identity) as GameObject;
 Rigidbody newBullet = bulletGameObj.rigidbody;

But then I have to specify the path to the bullet, which I don't want to hard-code... Is there any way I can add a prefab in the inspector ? (I could use a string assigned in the inspector, but I don't really like that either, I want to be able to assign the prefab itself, is that possible?)

Thanks!

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Answer by rutter · Mar 24, 2012 at 08:05 PM

You probably want to instantiate a GameObject, and then grab its Rigidbody, as in your second example.

To set a prefab reference in the inspector, you can declare a public GameObject variable.

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avatar image The-Oddler · Mar 29, 2012 at 01:41 PM 0
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Woa! That works! Didn't think it made any difference whether the varibale was a rigidbody or a gameobject, you still drag the same prefab in the slot in the inspector... Though is there a way of doing this, and also assuring the instantiated object will have a rigidbody?

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