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This question was closed Feb 27, 2016 at 07:41 AM by Azumiar for the following reason:

The question is answered, right answer was accepted

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Question by Azumiar · Feb 26, 2016 at 03:59 PM · c#instantiatefpsparentchild

Instantiating as a child of an object in hierarchy

Hello!I have a problem with instantiating things as childs.Yes,I googled my problem but everywhere i found something like transform.parent = instantiatedObj.This way the transform will be realtive to parent.But in my project(FPS) I instantiate a BulletHole at the hit position of a shooting raycast on an entity that soon will be destroyed so when it gets destroyed bulletholes are still there,in air,so thats why i need them to be a child of that entity so that when i delete entity the childs(BulletHoles) are destroyed too.I see the way too instantiate them as a child of the hit object but if there any other ways to do that please tell me.

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avatar image Salmjak · Feb 26, 2016 at 04:27 PM 0
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Have you tried setting them as children through transform.parent and then changing their position using transform.localPosition?

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Answer by Jordi-Bonastre · Feb 26, 2016 at 04:53 PM

You could destroy all the children using the function OnDestroy: http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnDestroy.html and continue using the previous option "transform.parent = instantiatedObj"

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