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Question by DJGhostViper · Nov 05, 2016 at 06:21 PM · prefabscript.variablesnullinstatiate

How to instantiate an object with scripts?

I have a button that I press to instantiate a clone/prefab of the orginal object then when I click again it places the clone. When I instantiate the object it doesn't have any idea what scripts to use because I would have to drag the scripts I want to use into the public variable boxes at the bottom of the script. It is showing them as NULL and I cannot put the scripts into the prefab at all. Why can't I and how would I be able to communicate this clone with other scripts so it can do things based off other scripts? Normally I just use public variables and drag and drop the gameobject that has the script into the boxes but how could I reference a certain script without doing that so the clone already knows what scripts it will be using. Thanks for helping!!!

 public class BuildingClickGUI : MonoBehaviour {
 
 public BuildingScript B2; //This is NULL when object is cloned
     
 public Buildinginfo B; //This is NULL when object is cloned
     
 
     public void OnMouseDown()
     {
         
     if (B.IsHQ2 == true) {
 Debug.Log ("HQ - 2nd Button");
         }
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Answer by Axtrainz · Nov 06, 2016 at 11:52 PM

To gain access to other script that other objects has you do this.

There's 2 ways:

Way 1: Only works if the script you want is on only 1 object.

 public BuildingScript B2;
 
 private void SomeCasualFunction()
 {
 //Assign to B2 that script 
 B2 = GameObject.FindObjectOfType<BuildingScript>();
 
 // Use any field, function of that script
 B2.name = "Yoohoo";
 }

Way 2: If the Script is in more than 1 Object & you want only from one specific object then:

 public BuildingScript B2;
 
 private void SomeCasualFunction()
 {
 //Assign to B2 that script 
 B2 = GameObject.Find("ObjectName").GetComponent<BuildingScript>();
 
 // Use any field, function of that script
 B2.name = "Yoohoo";
 }
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