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Question by Aron2hip · Jul 24, 2013 at 06:59 AM · prefabsavesetactive

Set Active To Prefab

I want to use a button to save the game objects I set active through script on the selected prefab but i can't find a script that can do that this is the script i'm using to set the game objects active

 //Starters
 var GameLogicObj : GameObject;
 //attachments
 var sightID : int = 0;
     var Scope : GameObject;
     var Acog : GameObject;
 var muzzleID : int = 0;
     var SILENCER : GameObject;
 
 var lightID : int = 0;
     var flashlight : GameObject;
     var laserPointer : GameObject;
 
 function Awake ()
 {
     GameLogicObj = GameObject.FindGameObjectWithTag("GameLogic").gameObject;
     
 }
 
 function Update () 
 {
 
     //get gameobjectLogic stats
     sightID = GameLogicObj.GetComponent(GameAttachmentlogic).MainsightID;
     muzzleID = GameLogicObj.GetComponent(GameAttachmentlogic).MainmuzzleID;
     lightID = GameLogicObj.GetComponent(GameAttachmentlogic).MainlightID;
     
     if (sightID == 0)
         {
             Scope.SetActive(false);
             Acog.SetActive(false);
         }
     
     if (sightID == 1)
         {
             Scope.SetActive(true);
             Acog.SetActive(false);
         }
         
     if (sightID == 2)
         {
             Scope.SetActive(false);
             Acog.SetActive(true);
         }
     
     if (sightID == 3)
         {
             Scope.SetActive(false);
             Acog.SetActive(false);
         }
     
     if (muzzleID == 0)
         {
             SILENCER.SetActive(false);
         }
     
     if (muzzleID == 1)
         {
             SILENCER.SetActive(true);
         }
         
     if (muzzleID == 2)
         {
             SILENCER.SetActive(false);
         }
         
     if (lightID == 0)
         {
             flashlight.SetActive(false);
             laserPointer.SetActive(false);
         }
         
     if (lightID == 1)
         {
             flashlight.SetActive(true);
             laserPointer.SetActive(false);
         }
         
     if (lightID == 2)
         {
             flashlight.SetActive(false);
             laserPointer.SetActive(true);
         }
         
     if (lightID == 3)
         {
             flashlight.SetActive(false);
             laserPointer.SetActive(false);
         }
 }
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avatar image chris_taylor · Jul 24, 2013 at 09:42 AM 0
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you may want to put all those if statements into a switch statement or atleast do else if

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Answer by Mikael-Gyth · Jul 24, 2013 at 09:29 AM

If you create a reference to the script in witch you want to save the objects, you can set it trough that. If I understand your question correctly.

 function Awake ()
 {
     ObjectToSaveToScript = GameObject.FindGameObjectWithTag("ObjectToSaveTo").GetComponent<ObjectToSaveToScript>();
  
 }

and then

 if (sightID == 0)
        {
          Scope.SetActive(false);
          Acog.SetActive(false);
          ObjectToSaveToScript.Scope = Scope;
          ObjectToSaveToScript.Acog = Acog;
        }
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