I have a prefab, which has a script component as MonoBehaviour. This script has 3 public fields as text; which are assigned in the inspector, before saving the gameobject and remove it from the scene.
Now, this works fine if I have a UI element, like a panel. Every text field on the panel, defined in the prefab, is still assigned when the prefab is instantiated at runtime.
This sadly does not work on another prefab that I have made; which is not a UI element. In my case it is a meshgameobject with various components on it (navmesh agent, capsule collider, rigidbody, animator and so on)
I believe this is due the fact that with the UI panel, the elements are already in the gameobject hierarchy, while when the reference is on a different gameobject; Unity does not keep track of them.
This means that I have to always add at runtime via code, the elements that I want to reference on each prefab, if they are not part of the game object itself? In this case I would just avoid to have my references public then, since I won't be using the inspector in this case (every gameobject of this type is instantiated at runtime).
Just checking if there is any other solution to work around this.
FindObjectWithName
- libertylocked