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Question by yashs662 · Apr 07, 2020 at 01:00 PM · c#infinite runner

help finding a gameobject from a instantiated prefab

hi I am making an infinite runner game in which the different segments of paths that are randomly spawned have predefined paths made by a path creator tool. I want to get the path gameobject from the instantiated prefab my spawner script

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 namespace PathCreation.Examples
 {
     public class Spawner : MonoBehaviour
     {
         public int count = 0, pathcount = 10;
         public static int n = 0;
         public static GameObject temppath;
         [SerializeField] private Transform start;
         [SerializeField] private List<GameObject> paths;
         public GameObject player;
         private Vector3 previous_path_position;
 
         private void Awake()
         {
             previous_path_position = start.Find("endpoint").position;
         }
 
         private void Update()
         {
             while (n < pathcount)
             {
                 Spawnpath();
                 n++;
             }
             if (count > 4 || count < -4)
             {
                 count = 0;
             }
             print(n);
         }
 
         public void Spawnpath()
         {
             int rand = Random.Range(0, paths.Count);
             Transform chosen_path = paths[rand].transform;
             GameObject temppath = paths[rand];
             if (count == -1 || count == 3)
             {
                 Transform previous_path_transform = Spawnpath_left(chosen_path, previous_path_position);
                 previous_path_position = previous_path_transform.Find("endpoint").position;
             }
 
             if (count == 1 || count == -3)
             {
                 Transform previous_path_transform = Spawnpath_right(chosen_path, previous_path_position);
                 previous_path_position = previous_path_transform.Find("endpoint").position;
             }
 
             if (count == 0 || count == 4 || count == -4)
             {
                 Transform previous_path_transform = Spawnpath_straight(chosen_path, previous_path_position);
                 previous_path_position = previous_path_transform.Find("endpoint").position;
             }
 
             if (count == 2 || count == -2)
             {
                 Transform previous_path_transform = Spawnpath_back(chosen_path, previous_path_position);
                 previous_path_position = previous_path_transform.Find("endpoint").position;
             }
 
             if (rand == 2)
             {
                 count += 1;
             }
 
             if (rand == 3)
             {
                 count -= 1;
             }
 
         }
 
         public Transform Spawnpath_straight(Transform path, Vector3 spawnpoint)
         {
             Transform path_transform = Instantiate(path, spawnpoint, Quaternion.identity);
             return path_transform;
         }
 
         public Transform Spawnpath_right(Transform path, Vector3 spawnpoint)
         {
             Transform path_transform = Instantiate(path, spawnpoint, Quaternion.Euler(0, 90, 0));
             return path_transform;
         }
 
         public Transform Spawnpath_left(Transform path, Vector3 spawnpoint)
         {
             Transform path_transform = Instantiate(path, spawnpoint, Quaternion.Euler(0, -90, 0));
             return path_transform;
         }
 
         public Transform Spawnpath_back(Transform path, Vector3 spawnpoint)
         {
             Transform path_transform = Instantiate(path, spawnpoint, Quaternion.Euler(0, 180, 0));
             return path_transform;
         }
         
     }
 }

my pathfollower script

 using UnityEngine;
 
 namespace PathCreation.Examples
 {
     // Moves along a path at constant speed.
     // Depending on the end of path instruction, will either loop, reverse, or stop at the end of the path.
     public class PathFollower : MonoBehaviour
     {
         public PathCreator pathCreator;
         public PathCreator pathCreator1,pathCreator2,pathCreator3;
         public EndOfPathInstruction endOfPathInstruction; 
         public float speed = 1;
         float distanceTravelled;
         public int lane = 2;
 
         void Start() {
             if (pathCreator != null)
             {
                 // Subscribed to the pathUpdated event so that we're notified if the path changes during the game
                 pathCreator.pathUpdated += OnPathChanged;
             }
         }
 
         void Update()
         {
             if ((Input.GetKeyDown(KeyCode.A)) && (lane > 1))
             {
                 lane -= 1;
             }
             if ((Input.GetKeyDown(KeyCode.D)) && (lane < 3))
             {
                 lane += 1;
             }
             if (lane == 1)
             {
                 pathCreator = pathCreator1;
             }
             if (lane == 2)
             {
                 pathCreator = pathCreator2;
             }
             if (lane == 3)
             {
                 pathCreator = pathCreator3;
             }
             if (pathCreator != null)
             {
                 distanceTravelled += speed * Time.deltaTime;
                 transform.position = pathCreator.path.GetPointAtDistance(distanceTravelled, endOfPathInstruction);
                 transform.rotation = pathCreator.path.GetRotationAtDistance(distanceTravelled, endOfPathInstruction);
             }
         }
 
         // If the path changes during the game, update the distance travelled so that the follower's position on the new path
         // is as close as possible to its position on the old path
         void OnPathChanged() {
             distanceTravelled = pathCreator.path.GetClosestDistanceAlongPath(transform.position);
         }
     }
 }

I am using a temppath variable to store the current path being spawned and want to get a gameobject called path1 from it. plz help

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