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Question by Zodess · Mar 12, 2017 at 03:19 PM · prefabsinstantiate prefabchange variable

Can't change change values of instantiated gameobject from another script

Hello. So here's the deal, i have a script that manages the spawn of about 5 different gameobjects, these gameobjects have a script attached called MobController, this script manages the hp, damage etc. Since i want to make different scenes, i would like to have an external script(MobOverride) that could alter these values on the prefabs as they are spawned.

so on the MobController script i have.

 void Start () {
         startingHealth = MobOverride.MO.spaceshipStartHp;
         currentHealth = MobOverride.MO.spaceshipCurrentHp;
         damage = MobOverride.MO.spaceshipDamage;
         fireRate = MobOverride.MO.spaceshipFireRate;
         xp = MobOverride.MO.spaceshipXp;
                
         currentHealth = startingHealth;
 }

which accesses the static MobOverride script, the script i want to use to change the values of the 5 different ships.

Then i have the MobSpawnManager that spawns gameobjects on a IEnumerator

  Instantiate(enemy, spawnPosition, spawnRotation);

There's got to be a way to code this, otherwise i'm stuck with the option of copying 5x50 prefabs with different values which i really wouldn't want to.

Hope you guys can help, thanks.

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Answer by Zodess · Mar 07, 2017 at 01:48 PM

  void Start () {
         gameControl = GameObject.FindGameObjectWithTag("GameController");
         MO = gameControl.GetComponent<MobOveride>();
         startingHealth = MO.spaceshipStartHp;
         currentHealth = MO.spaceshipCurrentHp;
         damage = MO.spaceshipDamage;
         fireRate = MO.spaceshipFireRate;
         xp = MO.spaceshipXp;           
     }

This seems to have done it, though it's not very elegant.

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