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Question by Josh 14 · Oct 12, 2011 at 04:54 PM · c#instantiateaddcomponent

Instantiate a prefab and add a script to it

I would like to instantiate a prefab and then add a c# script to it, but I am having some troubles. This is my code so far:

 public class Example : MonoBehaviour
 {
    public GameObject someObject;
 
    void Start ()
    {
        Instantiate(someObject, Vector3.zero, Quaternion.identity);
        someObject.AddComponent("OtherExample");
    }
 }

As far as I can tell this should work, but when I run the game the someObject that is instantiated doesn't have the OtherExample.cs script attached to it. However, if I go:

 gameObject.AddComponent("OtherExample");

it WILL add the OtherExample.cs script to the base game object. Any help with this would be much appreciated. Thanks!

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Answer by Meltdown · Oct 12, 2011 at 05:00 PM

You are still trying to add the component to someObject, which is still a just a reference to the original GameObject.

Do this rather...

 var go = Instantiate(someObject, Vector3.zero, Quaternion.identity) as GameObject;
 
 go.AddComponent<OtherExample>();

Also if you are using C#, use the generic versions of AddComponent/RemoveComponent where possible, those are the ones with the brackets. It makes for easier picking up of issues/typos at compile time :-)

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avatar image asafsitner · Oct 12, 2011 at 05:35 PM 0
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$$anonymous$$ight I add that when you type gameObject you refer to the game object the script is attached to (and for that matter everything that doesn't start with a capital letter, i.e. 'transform' means the Transform component of the Game Object this script is attached to).

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