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Question by siddharth3322 · Jan 18, 2014 at 08:55 AM · gameobjectprefabunity4.3

Access Prefab Object Via Scirpt

For my game I want to access game object that was created using prefabs. I don't want to use following statement

GameObject.Find("Bird(Clone)");

because it sometime refer to old reference of an object. So what is other way to access clone of prefab?

EDIT

alt text

Above image display my current hierarchy window. In this Bird(Clone) is my prefab generated object which has BirdScript attached to it.

GameOjbect has BirdController script attached through which I am trying to get access of Bird object clone. In this I want help from you guys.

birdhunt_hierarchy.png (9.2 kB)
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avatar image getyour411 · Jan 18, 2014 at 09:00 AM 0
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Depends on your game mechanics. For example, don't use find at all and only drive these interactions with OnTrigger and the collider.gameObject.... What are you doing that requires GO.Find of an instantiated prefab?

avatar image siddharth3322 · Jan 18, 2014 at 09:03 AM 0
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At present, I want to change bird object property. Script I am currently writing that game object is completely different that bird object.

avatar image getyour411 · Jan 18, 2014 at 09:14 AM 0
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Still don't know what you are doing, which might provide an answer to your question. How does the gameobject you are working on become "aware" of the instantiated bird object - - is it made "aware" of the bird by a raycast, spherecast, trigger, collision, general distance check etc?

avatar image siddharth3322 · Jan 18, 2014 at 09:20 AM 0
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Please see my edit section for more details.

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Answer by jorjdboss · Jan 18, 2014 at 10:02 AM

Create a global script like so:

 public class GLOBAL : MonoBehavior
 {
   public static GLOBAL instance;
   List<GameObject> myBirds;
   void Awake()
   {
      instance = this;
   }
 }

From one script you can add:

 var newB = Instantiate(bird,pos,rot) as GameObject;
 GLOBAL.instance.myBirds.Add(newB)`

From another script you can access this global property at no performance overhead.

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avatar image siddharth3322 · Jan 18, 2014 at 10:33 AM 0
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Ya, this is one of the way to solve my problem.

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Answer by getyour411 · Jan 18, 2014 at 09:31 AM

Did the BirdController script spawn the Bird prefab? If so change the line that has instantiate(bird,pos,rot) to

 GameObject myBird = Instantiate(bird,pos,rot);

and now the Birdcontroller has full access to all GObj properties via myBird.

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avatar image siddharth3322 · Jan 18, 2014 at 09:40 AM 0
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Yes, BirdController script spawn new birds. So using above way I can get access the bird instance. But what if BirdController script not generating any birds and that was the task of other script?

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