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This question was closed Jan 06, 2017 at 01:22 AM by JoshBaz for the following reason:

The question is answered, right answer was accepted

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Question by JoshBaz · Aug 02, 2016 at 09:11 PM · gameobjectinstanceclassesaddcomponent

Add an instance of a script as a component?

Hello. OK... let's say I have a script "Colors".

 using UnityEngine;
 using System.Collections;
 
     public class Colors : MonoBehaviour {
        public Color r, g, b;
     }

And then in another script I do:

 using UnityEngine;
 using System.Collections;
 
 public class ColorsPartTwo : MonoBehaviour {
    void Start () {
       Colors c = new Colors();
       c.r = Color.red;
       c.g = Color.green;
       c.b = Color.blue;
 
       gameObject.AddComponent<Colors>( c );
 
    }
 }

What I'm trying to say is that can I create an instance of a class in a script and then add that newly created instance as a component.

I am a aware of: Example e = gameObject.AddComponent<Example>() as Example; and all the other ways of adding a component as seen here. But I just wanted to know if I could it this way as well... or something along those lines... Thanks in advance.

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Answer by Bunny83 · Aug 03, 2016 at 12:17 AM

No, you can't. MonoBehaviours are components. Components can't be created with "new". Also Component instances can't change their "owner". The have to be created on a gameobject and can't leave it. To get rid of a component your only option is to destroy it.

If you create a component with "new" you should receive a warning that you shouldn't do that. Even the managed class is created, the native c++ part is missing. You have to use AddComponent to create an instance:

 void Start () {
    Colors c = gameObject.AddComponent<Colors>();
    c.r = Color.red;
    c.g = Color.green;
    c.b = Color.blue;
 }
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