Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by romnempire · Apr 09, 2015 at 10:04 AM · instantiateprefabmonobehavior

Cannot alter MonoBehaviour state variables

Unity 4.6. I have a controller script which is spawning hazards. It does this through GameObject.Instantiate, whose return value is being stored and then manipulated, like so.

GameObject thingy = (GameObject)Instantiate (hazard, spawnPosition, spawnRotation);

I then manipulate the objects attached to this GameObject through the GameObject.GetComponent().

These manipulations are successful for Unity standard object types, such as TextMeshes

thingy.GetComponent<TextMesh>().text = currentWord;

However, when I attempt to alter the state of script objects that inherit from MonoBehaviour, this process fails, in a silent and inconsistent way. When I access the script object, by type, from thingy.GetComponent(), I am returned a mutable object. I can perform the following:

thingy.GetComponent<HazardMover>().dxn = "down"; Debug.Log (thingy.GetComponent<HazardMover>().dxn); //returns "down"

However, this does not alter the dxn property of the instance of HazardMover attached to the instantiated object that shows up in the Inspector, and in the game.

There is, apparently, a level of indirection between what is returned by GetComponent and what is actually 'in the game'. I don't understand it, and I need to permute the HazardMover. I can permute the HazardMover if I access it by tag name, but this is a problem because to do this I have to iterate through all hazard GameObjects, which is not good. What's going on?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by romnempire · Jun 29, 2015 at 10:26 AM

The answer to this was a lot simpler than I expected, and orthogonal to my train of thought. I had set dxn to "up" in the prefab start() method (along with setting it in the editor - a messy and bad idea), and that method was running after the instantiation code in the controller.

oops.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
1

Answer by Neamtzu · Apr 09, 2015 at 10:36 AM

I'm not sure you're using the GetComponent function correctly.

 YourScript script = gameObject.GetComponent<YourScript> ();
 script.yourVariable = newValue;
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image romnempire · Apr 09, 2015 at 04:21 PM 0
Share

I am actually, the problem is that unityanswers is sanitising anything i put in angle brackets. i tried your method of invocation - setting the thing to an explicit variable, didn't change anything.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

C# Instantiate Prefab from Class That Does not Inherit from MonoBehavior 2 Answers

Need help understanding scripted prefab behavior - when I click one, the script runs on ALL prefab instances, not just the one I clicked. 3 Answers

Problem with GetComponentinChildren and Instantiate 0 Answers

how to control spawned prefab of player ANDROID 0 Answers

How do I get the global position 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges