Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by tertle · Jan 21, 2011 at 01:02 AM · prefabexport3dsmax

Attaching default script to prefab

So I'm creating a 3D puzzle game using 3ds max and importing the .max files directly into unity. My problem is lots of my levels have world hazards, such as spikes or what not and I need to attach a kill script to all of these.

The script pretty much just turns whatever object it's attached to, to be a trigger (so I don't have to manually change them all, but a secondary question is how could I set them to trigger by default without a script) and just have an event whenever the player touches the object it sends a message to the player to die.

Now this wasn't much of a problem originally but my most recent level has over 450 spikes, in groups of around 15 so I can't just easily highlight them all in the editor (I don't want the circular platform they attached to, to have the script). I don't mind setting a kill script to them all once, but it breaks the prefab and makes updating hard.

So is there anyway that I can have scripts attached to all these spikes by default without breaking the link to the prefab either in max or unity?

Thanks

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Jessy · Jan 21, 2011 at 01:18 AM

There's no way to maintain a link to the hierarchy of an FBX file after you add a script. However, the mesh that your Mesh Filters links to is preserved, which should be all that you need to worry about.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DaveA · Jan 21, 2011 at 08:41 AM 0
Share

Unless you do a manual Reimport, then it resets everything sometimes.

avatar image tertle · Jan 25, 2011 at 07:12 AM 0
Share

Thanks for the reply. I ended up solving my problem by writing a script to attach the script to all child objects. Easier than manually attaching it to 400+ objects.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

How can I export 3d model from unity3d file? 3 Answers

Way to accurately export terrain? 0 Answers

Is there a way to set components in a prefab before it is Instantiated? 0 Answers

How to associate prefab with a variable in C#? 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges