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Matt
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For each of my scenes, I have an empty GameObject _Manager that stores my scripts for setting up the level, keeping track of variables, etc.

On my main screen, I have a play button that isn't instantiated; I simply dragged it into the editor. In my script Main.cs I have a function Play() which calls LoadLevel("Game"). To get my play button to call the Play function, I dragged _Manager into the onClick slot and selected the function. This worked fine and I have a functional play button.

Unfortunately, this is not working for the prefabbed buttons I need to instantaite in my Game scene. In Game.cs I have a function LayoutButtons() which is both public and returns void, yet I am unable to drag _Manager into the slot on my prefabbed button. Even if I do it before converting the button to a prefab, it simply disappears once it becomes a prefab.

I've managed to work around this by putting my LayoutButtons() function in a new script which I attached directly to the prefab, but I'd like to keep the function within Game.cs and attached to my manager object if that's possible.

For each of my scenes, I have an empty GameObject _Manager that stores my scripts for setting up the level, keeping track of variables, etc.

On my main screen, I have a play button that isn't instantiated; I simply dragged it into the editor. In my script Main.cs I have a function Play() which calls LoadLevel("Game"). To get my play button to call the Play function, I dragged _Manager into the onClick slot and selected the function.

Unfortunately, this is not working for the prefabbed buttons I need to instantaite in my Game scene. In Game.cs I have a function LayoutButtons() which is both public and returns void, yet I am unable to drag _Manager into the slot on my prefabbed button. Even if I do it before converting the button to a prefab, it simply disappears once it becomes a prefab.

I've managed to work around this by putting my LayoutButtons() function in a new script which I attached directly to the prefab, but I'd like to keep the function within Game.cs and attached to my manager object if that's possible.

For each of my scenes, I have an empty GameObject _Manager that stores my scripts for setting up the level, keeping track of variables, etc.

On my main screen, I have a play button that isn't instantiated; I simply dragged it into the editor. In my script Main.cs I have a function Play() which calls LoadLevel("Game"). To get my play button to call the Play function, I dragged _Manager into the onClick slot and selected the function. This worked fine and I have a functional play button.

Unfortunately, this is not working for the prefabbed buttons I need to instantaite in my Game scene. In Game.cs I have a function LayoutButtons() which is both public and returns void, yet I am unable to drag _Manager into the slot on my prefabbed button. Even if I do it before converting the button to a prefab, it simply disappears once it becomes a prefab.

I've managed to work around this by putting my LayoutButtons() function in a new script which I attached directly to the prefab, but I'd like to keep the function within Game.cs and attached to my manager object if that's possible.

Source Link
Matt
  • 405
  • 2
  • 8
  • 22

Adding a function call to a prefabbed button in Unity

For each of my scenes, I have an empty GameObject _Manager that stores my scripts for setting up the level, keeping track of variables, etc.

On my main screen, I have a play button that isn't instantiated; I simply dragged it into the editor. In my script Main.cs I have a function Play() which calls LoadLevel("Game"). To get my play button to call the Play function, I dragged _Manager into the onClick slot and selected the function.

Unfortunately, this is not working for the prefabbed buttons I need to instantaite in my Game scene. In Game.cs I have a function LayoutButtons() which is both public and returns void, yet I am unable to drag _Manager into the slot on my prefabbed button. Even if I do it before converting the button to a prefab, it simply disappears once it becomes a prefab.

I've managed to work around this by putting my LayoutButtons() function in a new script which I attached directly to the prefab, but I'd like to keep the function within Game.cs and attached to my manager object if that's possible.