- ui image 1 (card) is a prefab
- ui image 2 (enemy) is also a prefab
- I am trying to reference the enemy’s script in the card image
- but when I try referencing the enemy’s script, it will reference the enemy prefab’s script instead of the enemy clone’s script which I don’t want
- I tried both manually referencing the enemy script through inspector and through code
- but it keeps referencing the prefab script
What is the problem that is preventing the enemy clone’s script from being referenced?
@jacksond02 The issue you are experiencing is likely due to the fact that you are referencing the script component of the enemy prefab instead of the script component of the instantiated enemy object. When you instantiate a prefab in Unity, it creates a new instance of the object in the scene, but the instance is not considered a prefab anymore.
To reference the script component of the instantiated enemy object, you need to make sure that you are referencing the instance of the object and not the prefab. Here are a few things you can try:
-
Make sure that you are referencing the correct object. Check the hierarchy and make sure that you are referencing the instance of the enemy object, not the prefab.
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If you are referencing the object through the inspector, make sure that you drag the instantiated object from the hierarchy into the script’s public variable, not the prefab.
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If you are referencing the object through code, make sure that you are getting a reference to the instantiated object, not the prefab. You can do this by using a variable to store a reference to the instantiated object, for example:
GameObject enemyInstance = Instantiate(enemyPrefab); EnemyScript enemyScript = enemyInstance.GetComponent<EnemyScript>();
By following these steps, you should be able to reference the script component of the instantiated enemy object instead of the prefab script component.