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Question by Ninita · Feb 21, 2013 at 08:42 PM · instantiateruntimeaddcomponent

How to add a component in a runtime instantiation?

Hi want to do this:

     void Start () {
         for (int i=0;i<totalToCreate;i++)
         {
             Vector3 pPosition = posicionateAvatar();
             
             GameObject gmO = new GameObject();
             gmO.name="StudentFollower";
             gmO.transform.position=pPosition;
             
             Follow follow=new Follow();
             follow.target=transform;
             gmO.AddComponent ("Follow")=follow;
         }
     }

So, for another words, I want to add the variable 'follow' (type Follow) to a GameObject 'gmO'. I try many ways to do this but it isn't work. Someone can help me pls? At this way I have

  • error CS0131: The left-hand side of an assignment must be a variable, a property or an indexer

If I do gmO.AddComponent (follow); I have

  • error CS1502: The best overloaded method match for UnityEngine.GameObject.AddComponent(string)' has some invalid arguments and - error CS1503: Argument #1' cannot convert FollowAluno' expression to type string'

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Answer by fafase · Feb 21, 2013 at 09:04 PM

Ok if I get it right, you want to add a Follow component to the newly created game object and pass the follow object you just made up before. Well, you could simply fill up the component you create:

  void Start () {
    for (int i=0;i< totalToCreate;i++)
    {
      Vector3 pPosition = posicionateAvatar();
  
      GameObject gmO = new GameObject();
      gmO.name="StudentFollower";
      gmO.transform.position=pPosition;
      Follow follow = gmO.AddComponent ("Follow")as Follow;
      follow.target=transform;
    }
 }
  
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avatar image Ninita · Feb 21, 2013 at 09:25 PM 0
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Great! Yes is that what I want. Now I have another question: and if I want to add a Transform?

 using UnityEngine;
 using System.Collections;
 
 public class EscolhePersonagem : $$anonymous$$onoBehaviour {
 
     public GameObject persons;
     private ArrayList list;
     
     void Start () {
         GetListAvatars();
         
         Transform tf=this.gameObject.AddComponent(Transform) as Transform;
         tf=list[Random.Range(0,list.Count)];
     }
     
     void GetListAvatars () {
         ArrayList listAvatars = persons.GetComponentsInChildren( Transform);
         list = new ArrayList();
     
         foreach ( Transform avatar in listAvatars ) {
             if ( avatar != persons.transform ) {
                 list[ list.Count ] = avatar;
             }
         }
     }
 }

I get a several errors with this

avatar image fafase · Feb 22, 2013 at 01:09 PM 0
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You do not need to add a transform to a Unity game object, it already have one by default. Transform is the only component every object has, even an empty one.Avoid ArrayList, they will get you in trouble later on. Since you are storing Transform, make it a Transform array.

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