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Question by stefanmalanik · Mar 06, 2019 at 12:03 PM · instantiateinitializationconstructorreference-other-object

Assigning a GameObject Script Variable Before Start is Called

I have a non-monobehaviour class named Tile that instantiates a gameObject from a prefab in its constructor, and the instantiated gameObject needs to know about the existence of the specific Tile ideally before Start is run. In order to achieve this, I have made a monobehaviour class TileRef that has a reference to a tile as a public variable, and I placed it on the prefab. How can I make sure there is a reference in the TileRef.Tile variable before Start runs, or are there better/cleaner ways of implementing this? I should also mention that I have tried both setting the variable in the prefab and setting the prefab to disabled before instantiating it, neither of which seemed to work( I found this solution in another pretty old Ask Unity post).

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avatar image xxmariofer · Mar 06, 2019 at 12:16 PM 0
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something like this for example?

 Instantiate(prefab).GetComponent<$$anonymous$$yPrefabClass>().Tile = this;

 public class $$anonymous$$yPrefabClass
 {
      Tile tileRef;
 }
avatar image stefanmalanik xxmariofer · Mar 06, 2019 at 12:21 PM 0
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The problem is that I still need to store the instantiated gameObject in a variable because I need it further down after instantiating it, so this method won't work.

avatar image xxmariofer stefanmalanik · Mar 06, 2019 at 01:08 PM 0
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why it wont work? just store it.

 GameObject yourObject = Instantiate(prefab);
 yourObject.GetComponent<$$anonymous$$yPrefabClass>().Tile = this;
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Answer by bpaynom · Mar 06, 2019 at 01:39 PM

 yourPrefab.gameObject.SetActive(false);
 GameObject go = Instantiate( yourPrefab );
 // do stuff

 // The Start() callback now knows all you did before.
 go.SetActive ( true );
 yourPrefab.gameObject.SetActive( true );
 
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