Hi ArenMook,
Sorry if my post is confusing. I have a basic UIRoot with a few thing in it that I created in the UnityGUI.
Now what I plan on doing is spawning this menu from a prefab but then adding new things into it, in code. Basically I want to make a menu navigation system where I can click on buttons, fold a menu away and then Destroy it, build a new one and fade it back in.
I am doing all the generating after the game has compiled so I won't be able to just drag and drop anything after that.
My "theMenu" is a GameObject and I am able to access all the parameters by using the GetComponentsInChildren function. Except of course when I use that, simply GetComponents in UILabel will return the order of the list that is stored at (generally not in my control) and I want to grab the items by name. This is basically like using the FindWithTag function or similiar
Clearly by your response though, I must be going about this the totally wrong way.
[edit]
Hmm, thinking about this some more, it is probably better I create all my menus in Unity using drag and drop and then just Insubstantiate and delete each menu as needed right? Not sure if this would be an efficient way of making a menu system though. I am used to making everything in code myself so this scripting in Unity is taking some getting used too.
