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Question by PanelinhaGames · Jul 31, 2019 at 08:07 AM · prefabs

How to add in a list of prefab references at runtime?

Here is the deal: I have a script that holds a list of prefabs references(gameObjects) that i need to instantiate when my game begins. So far so good because I can just make it public and drag and drop the initial ones in the unity editor. But at runtime things change... The prefab has a button that wants to add another entry at my prefab list: itself! However if I add this.gameObject to the list, it adds a clone of the prefab, not the reference! Worst of all, when I chance scenes this clone references are all gone (appears as missing in the inspector). Is there a method or any way I can just add the prefab reference to that list? Thank you for your time

PS: tried adding to the prefab a reference to itself but its no good... it passes a clone anyway...

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Answer by xxmariofer · Jul 31, 2019 at 08:37 AM

the easiest solution, is having the List and a Dictionary. the dictionary with ALL the prefabs, and drag and drop before the game runs in the inspector. and when clicking on the method, just find with a key (maybe a tag or the prefab name) and add the dictionary object into your references list that needs to be updated at runtime

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avatar image PanelinhaGames · Aug 01, 2019 at 08:37 PM 0
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Not exacly the solution I wanted but I guess is the only one possible. Thanks

avatar image xxmariofer PanelinhaGames · Aug 01, 2019 at 09:12 PM 0
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thats by far the easiest solution, but what i imagine that you want to achieve first, you need to find the path to the asset,you could do it just by imputing the path (easy if you know the path for each object) or maybe usning this method in which you need a reference to one clone of the prefab https://docs.unity3d.com/ScriptReference/AssetDatabase.GetAssetPath.html

later you can load the GameObject using this method once you have the path to the asset https://docs.unity3d.com/ScriptReference/AssetDatabase.LoadAssetAtPath.html

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