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Question by Zephan92 · Jan 04, 2014 at 07:37 AM · c#instantiateprefabguitext

C#, How do I make the GUIText Show up if Instantiate from a prefab.

I have been trying to figure this out all day.

My goal is to instantiate a GUIText prefab. I am trying to make all of my scripts use private calls for GameObjects instead of having to drag them into the inspector in Unity. The problem is though, it seems that I lose my clone reference as soon i leave the Start().

To be more specific, I am trying to call a GUIText called "Pause Text" and have the text show up on the screen when I pause my game. The way I have it now apparently works. I have Debug.Logs saying what the GUIText.text is and it alternates between "" and "PAUSED". BUT, It doesn't show up at all in the camera view.

Here is my code, hopefully somebody can make heads of what I want. Thanks in advance!

 private GameObject createObject;
 private GUIText pauseText;
 private bool paused = false;
 
 void Start() {
         createObject = Resources.Load("Pause Text") as GameObject;
         pauseText = createObject.guiText;
         pauseText.text = "";
 }
 
 void Update () {
 if (Input.GetKeyDown(KeyCode.KeypadEnter))
         {
             paused = !paused;
             if (paused == true)
             {
                 pauseText.text = "PAUSED";
                 Time.timeScale = 0;
             }
             else if (paused == false)
             {
                 pauseText.text = "";
                 Time.timeScale = 1;
             }
         }
 }

I tried instantiated the GUIText object, but that always gave null references, and it didn't seem to work in the first place.

Thanks!

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avatar image Zephan92 · Jan 04, 2014 at 07:53 PM 0
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Just curious, is this the only way to bump questions?

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Answer by valim · Jan 04, 2014 at 08:16 PM

 createObject = Instantiate(Resources.Load("Pause Text"), Vector3.zero, Quaternion.identity) as GameObject;

Resource.Load doesn't instantiate the object.

Code not tested


Why you instantiate a guiText? Why don't you let the guiText in the scene with blank text and get that object instead of spawning one.

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avatar image Zephan92 · Jan 04, 2014 at 08:46 PM 0
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Oh hadn't thought of that. Let me test it.

avatar image Zephan92 · Jan 04, 2014 at 08:51 PM 0
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I changed the line to this,

createObject = GameObject.Find("Pause Text");

and added pause text to the scene. I guess I was trying to avoid adding it to the scene. But since it is a startup object, I should just leave it in.

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