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Question by Triggerzz · Sep 27, 2019 at 05:31 AM · unity 5scripting problemprefab3denable and disable script

How do I enable/disable components in a prefab from another script?

I want to enable/disable components in my player prefab from another script. I have a UI Manager that has a public reference to my player controller script. There are a few bools to toggle the components on or off.

If I add my player prefab to the public reference spot from within the scene, it works perfectly fine. However, if I add my player prefab from the asset folder, it doesn't work at all.

This is a problem because the UI Manager won't work properly if I go into a different scene. If I'm referencing the player prefab from the prior scene, then the public script will state that the prefab "is missing." I want this to work by referencing the prefab in the asset folder.

Is there a way to do this? Let me know if you need more context.

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Answer by goutham12 · Sep 27, 2019 at 06:20 AM

you might look into this topic. http://www.unitygeek.com/delegates-events-unity/

so basically your ui manager will rise an event and your player will reiceive the message. Am giving an example below. Write the below code in ui manager,

     public delegate void m_Delegate();

     public static m_Delegate OnAction;

     void Update()
     {
         if(Input.GetKeyDown(KeyCode.Space)){
             if(OnAction != null){
                 OnAction();
             }
         }
     }

And in you playerScript

     Void OnEnable(){
        uiManager.OnAction += EventToRaise;
      }
      void OnDisable(){
            uiManager.OnAction -= EventToRaise;
       }

       void EventToRaise(){
                 // do your stuff ----------------
        }
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avatar image Triggerzz · Sep 27, 2019 at 07:29 AM 0
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Thanks a bunch, I've never heard of delegates before! I appreciate the help! Thank you!

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