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Question by unity_9G0p1FOBSTHIeA · Feb 02, 2022 at 02:16 AM · gameobjectprefabscript.attach

How to attach a GameObject to a Prefab that has many scripts attached?

In my case the user can upload a 3D model (.fbx). Each uploaded model should contain the same scripts, in my case the scripts ensure that the user can rotate, scale and move the model. Das 3D Model soll erzeugt werden, sobald der Benutzer einen Button klickt.

Currently I have tried to create a prefab that contains all the required scripts. When you click the button, the corresponding .fbx model is attached as a gameobject as a c$$anonymous$$ld by t$$anonymous$$s code:

  public class Instantiation : MonoBehaviour
 {
     public GameObject MyObject;
 
     public void Instantiate()
     {
         GameObject MaterialObject = Instantiate(MyObject, new Vector3(0, 0, 0), Quaternion.identity);
 
      GameObject ConfigObject = Instantiate(Resources.Load<GameObject>("Prefabs/ModelConfigPrefabs/BasicConfigs"));
 
         MaterialObject.transform.SetParent(ConfigObject.transform);
     }
 }



Unfortunately the output is faulty as you can see in t$$anonymous$$s picture:
alt text


If everyt$$anonymous$$ng is correct it should look like t$$anonymous$$s: alt text

The frame for the interactions should be adapted to the inserted object. I can reach t$$anonymous$$s by directly attac$$anonymous$$ng the GameObject to the Prefab but it should get generated because the user can upload every .fbx model.

How can i arc$$anonymous$$ve t$$anonymous$$s? Im Using MRTK with Hololens 2 if t$$anonymous$$s is rlevant.

unbenannt.png (31.0 kB)
unbenannt.png (31.0 kB)
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