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Question by gharbill · Nov 14, 2012 at 08:59 PM · gameobjectprefabprojectile

can't load a prefab as my GameObject variable

I need to change the projectile type as user clicks a button.

I have used this script but it cannot assign my prefab to "projectile" variable. I even tried `Resources.Load() ` and `GameObject.FindWithTag()` help please!

 if (Input.GetButtonDown ("Fire2")) {       
     if (projectile.transform.name == "cannonball") {
         projectile = GameObject.Find("rocket");                  
      }
  
     else {
         projectile = GameObject.Find("cannonball");
     }
 
     print(projectile.transform.name+ " is selected!");
 }
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Answer by DoctorWhy · Nov 14, 2012 at 09:03 PM

Try AssetDatabase.LoadAssetAtPath(assetRelativePath, typeof(GameObject)) as GameObject;

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avatar image gharbill · Nov 14, 2012 at 09:18 PM 0
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thanks it worked :) although your short answer made me do a little study about the syntax but it was worth doing it.

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Answer by iHaveReturnd · Nov 14, 2012 at 09:11 PM

I believe that .find only works on objects in the hierarchy. So if the prefab doesn't exist in the world it won't be able to find that object.

I hope someone will verify that though.

An easy alternative is to create variables for each projectile type that weapon can use.

 var projectile1 : GameObject;
 var projectile2 : GameObject;

And drag the prefabs in in the inspector. Then change the projectile that way.

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avatar image gharbill · Nov 14, 2012 at 09:23 PM 0
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Yes you are right and I did not know the fact that .find can not be used on prefabs. your way works too but It will be a little untidy when lots of projectile types should be used. thanks by the way.

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