The reason I ask is mainly to educate myself. I currently have a set of 10 prefabs that are instantiated at runtime. I want each of these to have a set of attributes associated with them.
I know that I could attach a script to each prefab that has the attributes on it, but a subclass of GameObject might enable me to create objects in code for each prefab that would inherit the attributes from the subclass of GameObject. I’m very new to c# and Unity, so I’m sorry if this sounds totally absurd. if there is a more “elegant” solution, I’m all ears. Thanks.
If my prefabs are not instances of the GameObject class, do they lose some of the attributes of GameObject?
– MartinH8921I'm not sure if I'm approaching this problem the right way, but I'll give you credit for giving a correct answer to my original question. Thanks.
– MartinH8921