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Question by pavlito · Dec 14, 2015 at 01:50 PM · components

Why are components' script field grayed out?

Components' script field is grayed out making me unable to simply replace the script by drag n dropping. I now manually have to remove the existing script and add a new one.

I tried searching on google with no success. It's not much of a problem, but knowing why it's grayed out would be awesome :) Does anyone know anything?

Notice the champion script field being disabled.

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avatar image Khozo · Dec 14, 2015 at 01:57 PM 1
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It's happened in every single project I have in Unity myself after updating to 5.3. The only alternative is to just drag n drop it under the "Add Component" button and removing the original script.

avatar image Dave-Carlile · Dec 14, 2015 at 02:29 PM 0
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Yeah, this seems to be a new 5.3 feature. Not sure why yet but I suppose there is some reasoning behind the change. As @$$anonymous$$hozo said, you can just add the new component and remove this one.

avatar image pavlito · Dec 14, 2015 at 03:44 PM 0
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There must be a reason. $$anonymous$$aybe it has something to do with Unity being split into several building modules (standalone, ios, android, samsung tv etc) which can be (de)selected during install?

avatar image Bonfire-Boy · Dec 14, 2015 at 03:59 PM 0
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So does that mean that you lose values of fields that are common to both scripts, and have to link things up again? I find it a very handy feature that you can change scripts while retaining the values of those fields.

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avatar image Tanoshimi2000 · Dec 19, 2015 at 06:24 PM 0
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I've tried adding the script manually using AddComponent button, dragging the script over, and everything else I can think of, but it won't let me do anything that changes the script from grayed out to normal.

For reference, I'm converting a project from standard windows to Android. The app works (kinda, the Cardboard prefab to split the view isn't kicking in, although it works in other projects), but the scripts are mostly grayed out.

avatar image Bunny83 · Dec 19, 2015 at 11:07 PM 0
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Duplicate of

http://answers.unity3d.com/questions/1110821/53-scripts-appear-ghosted-in-the-inspector.html#answer-1110959

avatar image pavlito · Dec 20, 2015 at 12:46 PM 0
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Bunny, you could update your answer with a solution. Going to the debug view of inspector activates the field and can reference another script. All serialized data gets preserved.

avatar image HalversonS · Jun 15, 2016 at 04:11 PM 0
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This has created enormous issues for us.

What other changes were made with how scripts are handled? The C# scripts we have in Unity communicating with other applications outside of unity no longer work in 5.3.5p3.

Also, I wouldn't label this question a "dupe". Grayed out is by far better phrasing than "ghosted". No google or bing inquiry I make concerning this issue pops up the other thread.

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Answer by Pharan · Dec 19, 2015 at 08:12 PM

You can un-gray it out (and get the old behavior back) by right-clicking on the Inspector's tab and switching from "Normal" to "Debug".

I guess they assume this is still a useful thing to have, so they kept it there, but disabled it by default to prevent weird stuff.

Given this though, I kinda wish they would've just removed it instead of graying it out, but still be able to highlight/ping the script file when you clicked on the component.

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avatar image pavlito · Dec 20, 2015 at 12:48 PM 1
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Thanks. I just realized this myself. Was about to post it. $$anonymous$$udos, sir.

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Answer by Eric5h5 · Dec 19, 2015 at 06:42 PM

This is because by far most people who changed scripts this way did it accidentally, which creates strange problems. But they recognize that there is a legitimate use for it, and are looking into a way to make it work better.

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avatar image HalversonS · Jun 15, 2016 at 04:05 PM 0
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What other changes were made to how scripts were handled? I'm not seeing anything specific in the patch notes related to this... but since I've updated to 5.3 our C# scripts to not communicate properly with our other applications.

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