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Question by mbaucco · Jul 06, 2011 at 05:06 PM · instantiateclone

setting variables on a clone's component instead of the prefab?

Hello,

I'm trying to instantiate a prefab, then change some of its variables on a component called PlayerStats. When I run the game, any changes I make to the variables affect the prefab's script component and not the clone. Here is my script,what am I doing wrong?

 var pc : GameObject;
 var pcScript : PlayerStats;
 var minStartVal : int = 40;
 
 function Start()
 {
 Instantiate (pc, Vector3.zero, Quaternion.identity);
 pc.name = "New Player";
 pcScript = pc.GetComponent(PlayerStats);
 
 pcScript.endurance.SetBaseValue(minStartVal);
 pcScript.coordination.SetBaseValue(minStartVal);
 }

thanks! Matt

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Answer by Tasarran · Jul 06, 2011 at 05:56 PM

The problem here is that you define 'pc' as the prefab. (I assume you are dragging the prefab into the 'pc' slot in the Inspector. What you need to do is define a variable when you instantiate, like this:

     var pc : GameObject;
     var pcScript : PlayerStats;
     var minStartVal : int = 40;
 
 // new var for the instantiated version
     var myPC : GameObject;
 
     function Start()
     {
 // You can set a var as you instantiate, then that var deals with the instantiated object.
 
     myPC = Instantiate (pc, Vector3.zero, Quaternion.identity);
 
 // changing 'pc' to myPC causes these to deal with what you just instantiated
 
     MyPC.name = "New Player";
     pcScript = myPC.GetComponent(PlayerStats);
     
     pcScript.endurance.SetBaseValue(minStartVal);
     pcScript.coordination.SetBaseValue(minStartVal);
     }
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avatar image mbaucco · Jul 06, 2011 at 06:26 PM 0
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Thanks so much!

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