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Question by keremuslular · May 11 at 12:45 PM · scripting problemuiprefabtextmeshprefab changing at runtime

TMP text that was changed from script is overridden by the one in editor

Hello there! I have a prefab object that has a tmp object in it. I add the prefab to a scrollview 3 times from an empty gameObject(manager)'s start function and then call a function in the prefab's script to change the text inside.


LevelsManager.cs

 public class LevelsManager : MonoBehaviour {
         private LevelSection[] sections;
         private GameObject content;
       
         public GameObject levelSectionTabPrefab;
 
         private void Awake() {
             content = GameObject.Find("Content");
         }
 
         private void Start() {
             var jsonSettings = new JsonSerializerSettings {
                 NullValueHandling = NullValueHandling.Ignore,
                 DefaultValueHandling = DefaultValueHandling.Ignore
             };
             sections = JsonConvert.DeserializeObject<LevelSection[]>(File.ReadAllText(Application.streamingAssetsPath + "/LevelData/dawn_section.json"), jsonSettings);
 
             foreach (var levelSection in sections) {
                 var sectionTab = Instantiate(levelSectionTabPrefab, content.transform);
                 sectionTab.GetComponent<LevelSectionTab>().BuildModel(levelSection);
                 sectionTab.transform.SetSiblingIndex(0);
             }
         }
     }



LevelSectionTab.cs

 public class LevelSectionTab : MonoBehaviour {
 
         private LevelSection section;
 
         private TextMeshProUGUI title;
         private TextMeshProUGUI count;
         private GameObject completed;
 
         private void Awake() {
             expandButton = GameObject.Find("ExpandButton");
             title = GameObject.Find("Title").GetComponent<TextMeshProUGUI>();
             count = GameObject.Find("Count").GetComponent<TextMeshProUGUI>();
             completed = GameObject.Find("Completed");
         }
       
         public void BuildModel(LevelSection section) {
             this.section = section;
             title.text = section.name.ToUpper();
             count.text = section.firstLevel + " - " + section.lastLevel;
             completed.SetActive(section.completed);
         }
     }



When I do this, the prefabs are not laid out as it's supposed to. The first two prefabs' tmp texts are all blank and only the last one is laid out correctly. I think it is a lifecycle issue but I'm not certain.

All comments are helpful. Thank you!!

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