After a gameobject has been baked into an entity prefab, then instantiated in the world at runtime, how do I go about searching its children hierarchy for a specific child gameobject as an entity? I have gameoject prefabs that I instantiate at runtime for player preview, then child gameobjects are modified/removed based on the player's options, then the remaining gameobject becomes the final configuration and placed over the terrain. I'm trying to figure out a way to turn everything as entities.
#Find, modify/remove child gameobjects from prefab after it has been baked into entities at runtime
1 messages · Page 1 of 1 (latest)
When prefabs are baked, the parent contains a component LinkedEntityGroup to store link to all "child" entities. You can also add LinkedEntityGroupAuthoring to manually add the component.
you neeed to bake guid of your prefab asset
otherwise there is no other way to connect prefab asset to runtime entity
This is a good pointer! I was not aware of LinkedEntityGroup. I hope there are sufficient tutorials/examples on how to properly use it out there.