I’m pretty sure this is a quick fix.

I have a group of prefabs that need to reference a GameMaster script in an Awake function. The GameMaster script is consistent through all my scenes.
How can I…

  1. Check for an existing GameMaster script
  2. If it exists, assign it to the prefab as a variable

Thanks for your time!

Sorry, this seems to happen every time I ask a question. It was a really simple fix that had me pulling my hair out.

I found a different way to solve my problems!

From within the GameMaster script, I was calling a DontDestroyOnLoad and a Destroy operation.
It searched through my Scene, checked if a GameMaster script existed, and destroyed it if it did. The solution was to use a SetActive(false) operation instead!!
Here’s the script, in case someone else is having a similar issue.

public static GameMaster Instance;

// Start is called before the first frame update

void Start()
{
        if (Instance == null)
        {
            DontDestroyOnLoad(gameObject);
            Instance = this;
        }
        else if (Instance != this)
        {
            gameObject.SetActive(false);
        }
}