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Script Communication between prefabs
I'm new to game dev, so I do a lot of trial and error, and poking about looking for solutions, anyhow I have looked around a bit, but I'm having trouble finding one.
Basically my problem is this...
I have two prefabs that the player can place where ever they like once the game has begun.
Each prefab has on a script that should return true (allow some action) if the other prefab exists and false (do nothing) if the other does not exist.
Can somebody suggest a good method of going about this? I've been at it for hours now.
There are a lot of possible ways to do this. Which way will work well for you depends on a few bits of information. 1. Are there ever going to be multiple instantiated copies of these prefabs? 2. Do the prefabs have the same scripts or different ones? 3. How often do you plan to check if the other prefab exists?
Answer by cDole · Nov 26, 2013 at 12:21 AM
To elaborate on the idea behind this...each prefab has its own unique script, the prefabs are essentially "paired" there can exist one prefab or the other or both, but attempting to deploy a second copy of either prefab should overwrite the original. There should obviously be a check here for existence of self.(Prefabs a to be two way teleporters stations ) teleporters would operate on trigger enter which is when the check for the "paired" prefab should happen
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