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Question by redteardrop · Aug 07, 2012 at 04:25 AM · instantiateprefabvariablechild

Passing a variable to the child of Instantiated object?

I'm working on a destructible environment and when a wall breaks 4 equal parts fall away. In script I want to pass a variable to each of the 4 child instances. I wouldn't think this would work properly if the prefab of the 4 parts were in a group when the script with the variable is attached to each wall piece not the actual prefab.

I was looking at something like this example I found in the questions area.

    Bullet zBullet = Instantiate(bullet, transform.position, Quaternion.identity) as Bullet;
zBullet.playerNum = playerNumber;

But I think this would just make the zBullet have the variable not any child of it.

Any way to pass a variable to a child of an Instantiated prefab? thanks

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Answer by aldonaletto · Aug 07, 2012 at 04:36 AM

If the four parts have the same script (let's suppose it's called ChildScript.cs) you can do something like this:

public GameObject wallPrefab; // wall prefab
  ...
  // Instantiate the wall:
  GameObject wall = Instantiate(wallPrefab, ...) as GameObject;
  // for all children in wall...
  foreach (Transform child in wall.transform){
    // try to get the child script:
    ChildScript script = child.GetComponent< ChildScript>();
    if (script){ // if it has such script...
      script.someVar = someValue; // set its variable
    }
  }
  ...

EDITED: I thought your code was in C# - there goes the JS version:

var wallPrefab: GameObject; // wall prefab
  ...
  // Instantiate the wall:
  var wall: GameObject = Instantiate(wallPrefab, ...);
  // for all children in wall...
  for (var child: Transform in wall.transform){
    // try to get the child script:
    var script: ChildScript = child.GetComponent(ChildScript);
    if (script){ // if it has such script...
      script.someVar = someValue; // set its variable
    }
  }
  ...
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avatar image redteardrop · Aug 08, 2012 at 02:42 PM 0
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Doesn't seem to work for me. GameObject wall = Instantiate tells me I need a ; in the line, but using var wall = Instantiate works.


my main issue though is that whenever I try passing a variable to the child or even the prefab itself the engine freezes and it looks like it's trying to Instantiate infinite wall pieces.


function OnCollisionEnter(collision : Collision)
{if(health < 0)
    {
        var temp:Quaternion = transform.rotation;
        var wall = Instantiate(blox, transform.position, temp);
        wall.health=100;
        Destroy (gameObject);
    }
}
the wall.health=100; is where I get the trouble of it crashing. I can remove that line and all works out ok. I can put anything there with "wall." and it seems to crash. a transform.rotation seems to not crash it, but a transform.scale does. I can't get my head around what the issue could be.

avatar image redteardrop · Aug 11, 2012 at 03:31 PM 0
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I need it in JS, that looks like C. Would you know how to convert it to js? Mainly the foreach section. I'm pretty sure I can do the rest.

avatar image redteardrop · Oct 04, 2012 at 03:40 PM 0
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I got it to work, but I don't think I am using a parent child relationship anymore. here's what I did:

var oneBlox : GameObject;
oneBlox = Instantiate (targetBlock, tempPosision, tempRotation);
var bloxScript1 =
oneBlox.GetComponent("Blox"); // name of script without the ".js" at the end.
bloxScript1.blockSize = 2; //edit the blockSize variable in the instantiateed object
bloxScript1.blockType = blockType; //edit the blockType variable in the instantiateed object

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