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2
Question by gselfish · Mar 31, 2015 at 10:49 AM · unity 5scripting problemaddcomponent

Attaching a script at runtime

Hi all,

I would need to add a script to a gameobject based on its name, which is stored in a string. So, for example, if an object called "zombie" enters the field, I have to attach zombie.cs to it.

I was planning on using something like:

 gameObject.AddComponent(gameObject.name);

but I've just realized that this method has been deprecated in Unity 5. Now, the script class can only be specified as a generic class.

One possible workaround would be to create a method that explicitly calls AddComponent with the right type for each possible string, but I was wondering it there's a more elegant solution.

So far I've tried:

         Type script = Type.GetType(gameObject.name);

         gameObject.AddComponent<script>();

and:

 gameObject.AddComponent<Type.GetType(gameObject.name)>();

but they both give different compilation errors.

Any idea?

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avatar image Nerevar · Mar 31, 2015 at 11:21 AM 0
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from what I know in unity 4.6 it was:

c#:

 gameObject.AddComponent<YourScriptNameOrClassName>();

JS:

 gameObject.AddComponent("YourScriptNameOrClassName");

it seems you are mixing the methods.

the script you want to attach derives from monobehavior?

Do you really need to use the string reference to attach your script?

I am not using unity5 yet sorry :p

avatar image gselfish · Mar 31, 2015 at 06:40 PM 0
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The gameObject.AddComponent(string) syntax doesn't work any more in Unity 5: http://blogs.unity3d.com/2015/01/21/addcomponentstring-api-removal-in-unity-5-0/ (I wish I had found this before...)

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Answer by NoseKills · Mar 31, 2015 at 04:12 PM

In Unity 5 There's a non generic version of AddComponent(Type tp) too

 gameObject.AddComponent(Type.GetType(gameObject.name));
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avatar image gselfish · Mar 31, 2015 at 06:39 PM 1
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Thank you, that's exactly what I needed! The following code, with a check added as a safety measure, is working as expected:

 var scriptAsset = AssetDatabase.FindAssets (cardName);
 if (scriptAsset.Length > 0)
 {
     gameObject.AddComponent(Type.GetType(cardName));
 }
 else
 {
     Debug.Log (cardName + " not supported!");
 }
avatar image NoseKills · Mar 31, 2015 at 10:10 PM 0
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Answer by astracat111 · Oct 14, 2016 at 05:54 AM

It's "MonoScript" not "script" now, I don't know why.

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