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Question by slehmann101 · Feb 07, 2014 at 03:23 AM · gameobjectprefabvaluevaluespassing

How should one give a gameobject to a prefab?

I have a prefab, and I have a gameobject in the scene which contains a script which I would like the prefab to access. As one cannot drag the gameobject in the scene on to a slot in the prefabs inspector what is the best way to go about this?

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Answer by getyour411 · Feb 07, 2014 at 03:50 AM

C# in Start()

 go = GameObject.FindObjectWithTag("theTag").GetComponent<theScript>();

where theTag is the tag of the GameObject, use transform.Find or whatever else is needed if the tag isn't unique. Assuming you want to access a script on the GameObject, replace theScript with the script name; get rid of that bit if you don't care.

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avatar image slehmann101 · Feb 07, 2014 at 04:22 AM 0
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I was under the impression that findwithtag was very slow and that it should generally be avoided. Is there a better way to do this or am I wrong in my belief?

avatar image zee_ola05 · Feb 07, 2014 at 05:07 AM 0
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Cache it at Start()

avatar image getyour411 · Feb 07, 2014 at 07:48 AM 0
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$$anonymous$$y sugggestion said in Start() to begin with. $$anonymous$$ore importantly though, "very slow" is a misconception. It's a tool, and used correctly it's fine. Now if you are putting that into Update() or something that's being executed non-stop, ok. But you don't specify how you are using this. You could setup the instantiator to pass a reference to a method in the prefab and bypass a Find. There's lot of tools.

avatar image slehmann101 · Feb 07, 2014 at 02:30 PM 0
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Thank you for responding... I didn't notice that you specified that it should be put in start.

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