So can you instead instantiate a prefab at runtime and pass it parameters it can use? If not, how would do you pass scene context to prefabs?
Here is my concrete case. I have a car showroom with 3 platforms. Each platform has 3 cars on it. Playmaker totally controls the scene: i.e.: which platform the camera is pointing at and the rotation of each platform to put one particular car of said platform in front of the camera.
I use FSM templates a lot because there is a lot of repetition in here (3 platforms, 9 cars)
Now in the C# scripts, I need to know the state of the showroom. But the prefabs can never communicate what's going on because I can't give them references like a pointer to the car object or the car index of each platform.
So I have this very convoluted method where the prefabs call an FSM that is not a prefab (so in which I can manually go and set indexes and pointers to GameObjects) which then sends a message with the context to the C# room manager. Hell...