Way to confuse the audience Sam
Damage Text
On a canvas
Great name
Oh wait name two of them that!
OMG
Its ok Sam i will get past it
But a heads up if you want others to follow
Do not dupicate names you are removeing one of.
Way to confuse the audience Sam
Damage Text
On a canvas
Great name
Oh wait name two of them that!
OMG
Its ok Sam i will get past it
But a heads up if you want others to follow
Do not dupicate names you are removeing one of.
Eventually I suppose all you ever want from it is the Text
field so you can set the value, and do all the fancy juiciness of fading and floating and whatnot.
So the Prefab should probably be the “Damage Text UI”, the Canvas
’ name nobody cares about, and the Text
field would be assigned as a [SerializeField]
to the script that does the “magic” (and which sits either on the prefab’s root, or the Canvas), or we just grab it as a GetComponentInChildren<Text>()
…
Naming the Canvas
before dragging it into the Project tab is just easier as it creates the prefab right under that name…
Having an empty root
object with the prefab’s name is just a quirk best to be ignored…