Is it possible (or sensible) to change a "prefab" in a script before passing it to instantiate?
For example, something like the following:
I tried this with Network.Instantiate, and it broke horribly and silently (at which I'm not surprised). Now I'm wondering if this would work with the standard Instantiate function?
asked Jan 02 '11 at 04:56 PM
It does work, but it has the consequence that the altered Prefab will remain changed when you leave play mode. You're literally altering the Prefab, so the changes persist beyond runtime.
answered Jan 02 '11 at 06:42 PM