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Question by Charmind · Jun 23, 2016 at 11:02 AM · scripting problemprefabs

prebab instantiating in script runtime

I must make copy of object, so it will be saved as prefab (it musn't run scripts) using script, because it saves lots of diffrent objects with diffrent objects positions and script values etc. Let's just say i want freezed object to have better view what's going inside.

  1. it this possible to save prefab type variables?

  2. if not is this possible to freeze object from running any script?

code example:

 prefab x = gameobject // i want here gameobject state while it was saved
 .
 .
 .
 Instantiate(x);
 Destroy(gameobject); // here loading object from earlier state and destroying actual



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Answer by Aggerwal · Jun 23, 2016 at 03:14 PM

I don't know what you are asking in the first question but for #2, you can use this to disable scripts so that it won't run anymore. this.GetComponent<"Your script component name here">().enabled = false; :)

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avatar image Charmind · Jun 23, 2016 at 04:18 PM 0
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1st question is is this possible to make prefab of gameobject using script? like save Gameobject as prefab, but prefab is stored as script variable

avatar image Aggerwal Charmind · Jun 23, 2016 at 05:01 PM 0
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Well since prefabs are pretty much gameobjects, why not just save it as a game object? GameObject thePrefab = Instantiate(Resources.Load("name of prefab")) as GameObject;

Then you can use that instance of prefab for whatever you want.

avatar image Charmind Aggerwal · Jun 23, 2016 at 05:12 PM 0
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the problem is that they exist in my scene. so they do scripts. i don't want them to do scripts (or physics). By the way i think it may have something to do with static variables (they don't change value, right?).

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avatar image Aggerwal Charmind · Jun 23, 2016 at 06:09 PM 0
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You could just disable them in the inspector...

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