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Question by GuillaumeAzkoaga · Sep 07, 2016 at 08:17 AM · instantiateprefabparentchild object

Can't Instantiate an object as child of another

I have a script which creates several game objects. Whenever I try to make the new objects child of the object owning the script, I get the error: "Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption"

This is the code for the game object instantiation.

GameObject b = Instantiate(buttonRefs[i]) as GameObject; b.transform.SetParent(transform); //The new button is child of button brancher b.transform.position = transform.position;

buttonRefs is nothing more than an array of prefabs. Any comment is welcome!

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avatar image GuillaumeAzkoaga · Sep 07, 2016 at 09:29 AM 0
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And I double checked the fact that the item which is to be set as parent is not a prefab and is indeed a gameobject present in the scene.

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Answer by itsharshdeep · Sep 07, 2016 at 12:03 PM

Do like this :

 GameObject instantiateAble = Resources.Load <GameObject> (Constants.PATH_PREFABS_BASE + Constants.PREFABS_ANNOTAION_PADS);
         GameObject go = Instantiate (instantiateAble,
                             annotation.position, 
                             Quaternion.identity) as GameObject;
         go.transform.SetParent (parent.transform);

 

I think as you are instantiating and directly setting as prefab.. so he is referencing as the original object. That's why I do get the gameobject form the resources then Instantiate it.

Thanks

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avatar image GuillaumeAzkoaga · Sep 07, 2016 at 02:12 PM 0
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That actually worked. Thanks! I will be using that for now, planning on doing a GameObjectmanager later on.

avatar image itsharshdeep GuillaumeAzkoaga · Sep 08, 2016 at 06:46 AM 0
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Thanks :) Happy to help

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