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Question by carter-carl30 · Jun 16, 2012 at 10:19 PM · prefabenableactive

activating a prefab in scene

Is it possible to have a prefab in my scene but inactive (unchecked in the inspector) then on a trigger event activate it?

what I am trying to do is have a forcefield activate, i've tried instantiating on trigger (and parenting to an empty gameobject) but this fails as for some reason keeps appearing in different locations.

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Answer by whydoidoit · Jun 16, 2012 at 10:27 PM

Yes you can do that. When you want to activate it - call forcefieldGameObject.SetActiveRecursively(true) then it and any children will activate. Note that you need a reference to the game object, you cannot find it with GameObject.Find.

Just a note on your problem with instantiating - you should probably make sure that you set the localPosition of the force field to 0,0,0 after you set its parent if you use that approach.

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avatar image carter-carl30 · Jun 16, 2012 at 10:59 PM 0
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by reference do you mean do a var forcefield : GameObject; ?

avatar image Wolfram · Jun 16, 2012 at 11:45 PM 2
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$$anonymous$$ake sure the object you referenced in the inspector as "forcefield_powerup" is the instance of your prefab that you manually dragged into the scene, not the actual prefab in the "Project" view.

avatar image whydoidoit · Jun 17, 2012 at 09:13 PM 2
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Select the prefab in the hierarchy view and drag it onto the forcefield_powerup. That will work if the prefab is instantiated in the scene.

avatar image Wolfram · Jun 17, 2012 at 10:26 PM 1
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Which object do you have selected, meaning, which object is shown in the inspector? The actual script? Or the object your script is attached to?

avatar image Wolfram · Jun 17, 2012 at 10:57 PM 2
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You cannot assign scene references to a prefab. We thought the object you were talking about was also part of your scene, not part of a prefab itself. If it's not possible for you to use a scene instance for that prefab, too, you'll have to use a different method to assign the reference. For example, create a GameObject var in the script that actually instances "save_line_powerup", where you can drag the forcefield_powerup object (unless that instancing script is also merely a prefab...), and then assign it via script, directly after the line that instances "save_line_powerup".

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