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Question by Bslashingu · Jun 11, 2012 at 06:01 PM · cameratextvariablesguitexttags

Reference other scrips in prefab

Hi there. I'm trying to create a script that displays text above all of the objects with the Tag "Building". So far, I've got a prefab and a script that instantiates that prefab for every building in the level, which works. The problem I'm having is that I want to assign each instance of the prefab to a building and display that text.

So what I'm asking is that I want to take a variable from one script, and put it into a variable inside a prefab, but I don't know how to access a script since I can't edit the inspector inside the prefab. Here's what I have:

buildingText.js

 #pragma strict
 
 var dupeScript : buildTextInst;        // The script that contains the names and locations of the buildings.
 
 private var cam : Camera;
 private var build : GameObject;
 
 function Start () {
 
     //dupeScript = gameObject.Find("Building Text Obj").GetComponent("buildTextInst");
     
     cam = dupeScript.displayCam;
     build = dupeScript.building;
 
 }
 
 function Update () {
     
     // Checks to make sure the chosen camera is enabled.
     if(cam.enabled == true){
         var screenPos : Vector3 = cam.WorldToScreenPoint (build.transform.position); // Translates the object's world position to screen position.
         guiText.pixelOffset = Vector2(screenPos.x,screenPos.y);
         guiText.text = build.name;    
     }
     else
         guiText.text = "";
 
 }



buildTestInst.js

 #pragma strict
 
 var buildings : GameObject[];         // "Buildings" is the set of all buildings in the map
 var building : GameObject;            // Used by the loop in Start() to get all of the buildings
 
 var prefab : Transform;                // This is the object being duplicated
 
 var displayCam : Camera;            // This is the camera that is being used.
 
 
 function Start () {
 
     // Finds all of the Game Objects with the tag "Building" and inputs them into "buildings".
     buildings = GameObject.FindGameObjectsWithTag ("Building");
     
     // Runs through all of the buildings with the tag "Building".
     for (var building : GameObject in buildings)
         Instantiate(prefab,Vector3(0,0,0), Quaternion.identity);
 
 }
 
 function Update () {
 
 
 
 }
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avatar image Bazsee · Jun 12, 2012 at 09:40 AM 0
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So you want to make the instantiated object a children to the building object?

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Answer by Mizuho · Jun 12, 2012 at 09:57 AM

 for(var building : GameObject in buildings)
     var clone : GameObject;
     clone = Instantiate(prefab, Vector3(0,0,0), Quaternion.identity);
     clone.transform.parent = building.transform;
     clone.AddComponent("buildingText");

I apologize if my answer is a little wrong for the coding...I only use C# for Unity. I think I got what you were asking correct though...

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avatar image Bazsee · Jun 12, 2012 at 10:24 AM 0
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i think it's: for(var x = 0; x

avatar image Bazsee · Jun 12, 2012 at 10:24 AM 0
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sorry for not using the answer box, but i don't want to s$$anonymous$$l others' answers

avatar image Bslashingu · Jun 12, 2012 at 12:22 PM 0
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It works to let me transfer variables, but it creates a component on every duplicate for every building, and also creates a component on the object that has buildTextInst attached to it.

avatar image Bslashingu · Jun 12, 2012 at 12:36 PM 0
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Actually, it seems to be that it affects the prefab itself, making a messy cleanup job after I run it once.

avatar image Mizuho · Jun 13, 2012 at 02:28 AM 0
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@bslashingu: You mean that every time you run it, the prefab gets another copy of the component? Then maybe you should add Destroy(this.GetComponent("buildingText")); in the OnApplicationQuit event.

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