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Question by moghes · May 25, 2012 at 11:09 PM · instantiateprefabattach

attaching a script at runtime to an element of GameObject array

Hello everyone, I have just tried gameObject.AddComponent("changeCursonOnHover") to a prefab which is added at runtime, and works fine!

When I use the array, everythings works fine except the model.AddComponent("changeCursonOnHover");

This script is attached to an empty gameObject and attached my prefabs to the array elements.

var arrayOfModels:GameObject[]; function Start () {

 var randomNumber:Number = Mathf.Round(Random.value * 2);
   
 var model:GameObject = Instantiate(arrayOfModels[randomNumber], transform.position,transform.rotation) as GameObject;    
 model.transform.parent = transform;
 model.AddComponent("changeCursonOnHover");    

}

Please some help!

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avatar image Drakestar · May 25, 2012 at 11:26 PM 0
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What doesn't work? What's the error message or behavior?

avatar image moghes · May 25, 2012 at 11:39 PM 0
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The mouse even doesn't disappear, nothing happens!

avatar image Drakestar · May 25, 2012 at 11:48 PM 0
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Remove the "" before and after the scriptname in model.AddComponent.

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Answer by Drakestar · May 26, 2012 at 12:03 AM

var arrayOfModels:GameObject[];

It doesn't look like you're ever adding any elements to the array, so you're likely instantiating Null. Add a test for null after the Instantiate() call and see if you get anything.

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avatar image moghes · May 26, 2012 at 12:07 AM 0
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@$$anonymous$$atthias Worch , I can see my models appear on screen, which means the instantiate has worked properly. also model.transform.parent = transform; works fine , sine the parent is rotating around itself, and the instantiated model are rotating too, it only fails on the addcomponent

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