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Question by jdgeci · Jul 26, 2018 at 02:05 AM · assetsruntime

Adding predefined components at runtime

I am accomplishing my spellcasting in my game by spawning an empty object, the providing it details about its hit box, particles and behavior from an asset called SpellData.

The goal is to only need one spawnable object for all spells, and when a character casts a spell, they simply reference a asset ID. From that ID, the spawner I built assigns the exposed SpellData object, and then once the object SetActive = true its Start() method does all the plug and chug on those variables.

How do I add a particle system to the gameObject when the component already exists. Theres a component sitting somewhere on an asset is the particle system, I need to load it. How?

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