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Question by Akisato · Jan 31, 2015 at 07:54 AM · arrayarray of gameobjectscopy

Copying Array from one script to another during runtime?

I have run into a strange issue working with arrays.

I have two scripts. Script A is attached to a PREFAB that is not in the scene until runtime. Script A simply has an array of gameobjects called playerDeck. I use the inspector and set the array to 30. I then populate it with PREFABS until all 30 slots are filled.

Script A:

 public GameObject[] playerDeck;

Moving onto script B. I have t$$anonymous$$s script attached to a different gameobject that is there from the start and is NOT created on runtime.

Same deal, an array of prefabs set to 30 in the inspector but left all empty. I also have a gameobject set to have an instance of the player's prefab I fill the playerPrefab slot in the inspector by using the PREFAB named "player" T$$anonymous$$s "player" has a script called playerScript.cs(Script A in t$$anonymous$$s case)

I then call the line where I want to copy the deck, but not$$anonymous$$ng seems to copy over. The array for the second object doesn't copy anyt$$anonymous$$ng over and is left blank.

Script B:

 public GameObject[] masterDeck;
 public GameObject playerPrefab;
 
 masterDeck = playerPrefab.GetComponent<playerScript>().playerDeck;

What am I doing wrong here? T$$anonymous$$s is setting me back quite a bit. I suspect the issue is because I am using a prefab...is there any way around t$$anonymous$$s?

EDIT: the object is instantiated. Script A is instantiated at runtime. I am using PUN(photon unity networking) to instantiated them. So I am not using the standard unity instantiation. could t$$anonymous$$s be what is cause the problems?

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Answer by Chris333 · Jan 31, 2015 at 08:12 AM

Hi,

you have to Instantiate the playerPrefab first and than you can get the playerDeck as you want.

http://docs.unity3d.com/ScriptReference/Object.Instantiate.html

E.g.:

 Instantiate(GameObject playerPrefab, new Vector3(0.0f,0.0f,0.0f), Quaternion.identity);
 masterDeck = playerPrefab.GetComponent<playerScript>().playerDeck;


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avatar image Akisato · Jan 31, 2015 at 08:17 AM 0
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They are indeed instantiated. Forgot to mention that. Sorry!

avatar image Chris333 · Jan 31, 2015 at 08:20 AM 0
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Is the array with the prefabs you assign in the inspector which you want to copy also empty at runtime?(Script A - playerDeck)) Did you checked that.

avatar image Akisato · Jan 31, 2015 at 08:24 AM 0
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Yes I've checked that while the game is running. They are populated. Not empty at all. I am using PUN to instantiate them though...do you think that could be the problem?

avatar image Chris333 · Jan 31, 2015 at 08:27 AM 0
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Is that unity photon networking? I have no experience in that. You could check if your problem still exist without using photon.

avatar image Akisato · Jan 31, 2015 at 05:04 PM 0
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Yes this is using photon. I kinda need it since it's an online game I'm making. I will try it with objects that don't use photon and see if that works at all.

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