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Question by Ende · Feb 03, 2010 at 09:30 PM · gameobjecttransformprefabvariableinstance

How can I modify a variable on an instance of a prefab after I created it?

When I manually add the script

var degrees = 20;

function Update() { transform.RotateAround (Vector3.zero, Vector3.up, degrees * Time.deltaTime); }

to the prefab itself I can get the rotation to work. However, when I try and add the rotation inside this prefab creation script I can not get it to work. Moreover, would this have to be inside a update function or how would I get it working all the time?

Essentially what I am trying to do is to slow the rotation as prefab are plotted further away from a given origin. Any help would be greatly appreciated.

var planetPrefab: GameObject;

function Start() { j = 10; while (j < 100) { var cloneplanet: GameObject; if (planet_class <=100) { cloneplanet = Instantiate(planetPrefab, Vector3(sx, sy , sz + j), Quaternion.identity); // I want to modify the 'degrees' variable of the script attached to 'cloneplanet' here! j = j + 5; }
} }

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Answer by duck · Feb 03, 2010 at 10:48 PM

Each time you create an instance of the prefab, set the 'degrees' variable after creating it, like this:

cloneplanet.GetComponent(NameOfFirstScript).degrees = 50/j;
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avatar image Ende · Feb 03, 2010 at 10:58 PM 0
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Thank you - I was close but not close enough.

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Answer by Jaap Kreijkamp · Feb 03, 2010 at 10:50 PM

If you want to have it permanently attached to the prefab (making it part of the prefab), just add the script to the prefab in the scene, next do menu GameObject -> Apply changes to prefab. You can set the degrees value using:

GetComponent(NameOfScript).degrees = 50 / j;

If you want to add script at runtime you can do:

Make sure the RotateAround script name has no spaces in there and preferably start with an uppercase letter. In the code example below I assume you named it RotateAround.

function Start() {

 j = 10;

 while (j &lt; 100) { 

     var cloneplanet: GameObject;

     if (planet_class &lt;=100) {
         cloneplanet = Instantiate(planetPrefab, Vector3(sx, sy , sz + j), Quaternion.identity);
         RotateAround rotateAround = cloneplanet.gameObject.AddComponent(RotateAround);
         rotateAround.degrees = 50 / j;

         j = j + 5;
     }           
 }

}

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