Quest list from prefabs

I have a prefab that represents my quest panel. And I want to populate the content panel with specified amount of quest prefabs. Therefore I have following code, which wont work no matter how I modify it.

var quests: GameObject;
var prefab: GameObject;
var q: GameObject;

function Start () {
	quests = GameObject.Find("/Canvas/QuestWrapper/SW_quests/Viewport/Content");
	q = new GameObject("GameObject");
	q.transform.parent = quests.transform;
	CreateFromPrefab();
}

function Update () {
}

 function CreateFromPrefab(){
 	q = Instantiate(prefab);
 }

This code creates an empty game object but not the prefab. Therefore I moved CreateFromPrefab() method call into an Update() and wrapped it with if condition, so that it would do it once, like this:

var quests_created = false;
function Update () {
	if(!quests_created){
		CreateFromPrefab();
		quests_created = true;
	}
}

However It doesn’t change anything. empty gameObject is still there, but no prefab. And If I remove if condition like this:

function Update () {
	CreateFromPrefab();
}

It keeps constantly spawning quest prefabs into that empty object I gues.
So how do I create an object from prefab once or liminted number of times. I can’t figure this out for some time already and it drives me nuts. I will realy apreciate any clues.
Once I fix this problem. I will need to change the text for each individual prefab. Is that even posible with prefabs or I am waisting my time right now and I will need to find another solution to make quest list?

Ohhhh Ok, never mind it. I haven’t noticed that is was actualy spawning once, but in wrong place - at the top of mu hierarchy. So I fixed it like this:

var quests: GameObject;
var prefab: GameObject;
var q: GameObject;

function Start () {
	quests = GameObject.Find("/Canvas/QuestWrapper/SW_quests/Viewport/Content");	
}
var quests_created = false;
function Update () {
	if(!quests_created){
		CreateFromPrefab();
		quests_created = true;
	}
}

 function CreateFromPrefab(){
 	q = Instantiate(prefab);
 	q.transform.parent = quests.transform;
 }