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Question by Renegadeandy · Mar 13, 2012 at 12:15 AM · androidguiprefabguitexture

Strange GUITexture prefab problem with pixelInset.width

Hi FOlks.

I have created a game object which I turned into a prefab called LevelBar.

I am following this tutorial from here : http://www.unity3dstudent.com/2011/01/worms-style-power-bar/

Now - I have 2 scripts which are to alter the GUITexture.pixelInset.width value , one makes it bigger so the progress bar increases, one makes it smaller so the bar decreases to show progress towards a goal.

I have dragged my prefab onto my Scene, and dragged my prefab also onto my 2 scripts :

1/ http://pastebin.com/9MKk6Ckx

2/ http://pastebin.com/4Yhf0F0V

On top of all of this, my LevelBar pixelInset.width increases - but i never actually get to see the bar on screen, yet when i increase the width manually on the prefab it displays just fine. It looks like my script is now dealing with the instance of the prefab , instead it is dealing with the prefab itself.....

Please help!

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aldonaletto

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avatar image aldonaletto · Mar 13, 2012 at 12:22 AM 0
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pastebin is reporting "Unknown Paste ID" for the two links!

avatar image Renegadeandy · Mar 13, 2012 at 01:50 AM 0
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Thank you! I have updated the 2 links ;)

avatar image Renegadeandy · Mar 13, 2012 at 01:53 AM 0
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Link 1 : http://pastebin.com/9MKk6Ckx Link 2 : http://pastebin.com/4piKUV4E

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Answer by Renegadeandy · Mar 13, 2012 at 11:50 PM

OK thanks to Zerot on the IRC channel on freenode.net I have an answer.

The reason this was not working was because the script was pointing to the prefab - not the instantiated version of my object.

The problem was - the blocks were not being instantiated by the scene hierarchy before runtime - they were being script instantiated.

The solution was to use:

      var other : BlockCollider = myObject.gameObject.GetComponent("BlockCollider");

And then set the other.levelbar = theLevelBar. theLevelBar is passed in to the script via dragging the instance onto the script in question.

All solved :)

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