Hi all! In my game I have a mode/difficulty select screen. When the user chooses their mode and difficulty I send the information off to a function with will alter the prefabs accordingly (ie set script variables, alter rigidbody constraints, etc etc etc). This all works well and good in the editor, but for some reason it will not work at all in the build.
The class loading the prefabs is static, and the prefabs are loaded when the method is called (statically). I have tried all sorts of things like loading the prefabs in an Awake() method, assigning them in the editor, making the class a singleton (though this shouldn’t have done much), the list goes on. The prefabs are loaded using Resources.Load(“Prefabs/myPrefab”), and are in “Assets/Resources/Prefabs”
I have done a bit of research and found out that the editor and the build load scripts in different orders. I assume this is part of my problem, but I have no clue how to fix it.
Any help is greatly appreciated!