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Question by ThisIsAJoke · Feb 25, 2014 at 06:16 PM · editoreditor-scriptingpublic variablerequirecomponent

RequireComponent with custom public vars?

Hi, is there a way to assign variables to ScriptA, which is required by ScriptZ, so that these variables already show up in the editor? I want to accomplish some sort of auto-setup: A GameObject needs script A,B,C and I just want to assign script Z which assigns script A, B, C already with the right public variables. I can only imagine to do this in the Awake function but then false variables will be shown while still in the editor...

Example Code:

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(ScriptA))]
 public class ScriptB : MonoBehaviour {
 
     public int a = 1;
     public int b = 2;

     void Awake() {
             ScriptA scriptA = GetComponent<ScriptA>();
             scriptA.a = a; // when game is inactive maybe ScriptA shows 42 instead of 1
     }

     void Update() {
         do_something...
     }
 }
 
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Answer by perchik · Feb 25, 2014 at 06:18 PM

Trying moving your code to Start() not awake

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avatar image ThisIsAJoke · Feb 25, 2014 at 06:26 PM 0
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this would not change anything (already tested), I want to assign scriptB (with let's say an public int x = 3) per drag and drop in the editor and then already have this public int x from scriptB assigned to scriptA to a public int. everything before the game runs

avatar image perchik · Feb 25, 2014 at 06:30 PM 0
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Do you perhaps want an editor script to add the correct scripts and assign the variables? (seems like the right way to go about it)

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