Gameobjects do not get parented properly, double gameobjects after instanciating
I am trying to spawn Units (Prefabs) and parent them to an empty gameobject and destroy the old one beforehand. Destroying works just fine. I have two Problems here. First i get a second empty game object (not named (clone)) and i get an aditional Unit which is named like my prefab although i rename them. My second Problem is just one Unit gets parented to the empty game object. The rest is unparented in the hierarchy.
 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 using System;
 
 public class RegimentSpwan : MonoBehaviour
 {
     public Text row;
     public Text unitAmmount;
     public GameObject Unit;
 
     private GameObject _newGO;
 
     public void OnclickNewRegiment()
     {
         Destroy(GameObject.Find("Regiment"));
 
 
         _newGO = new GameObject("Regiment");
         Instantiate(_newGO, this.transform.position, Quaternion.identity);
         for (int i = 0; i < Convert.ToInt16(row.text); i++)
         {
             for (int j = 0; j < Convert.ToInt16(unitAmmount.text); j++)
             {
                 Instantiate(Unit, this.transform.position, Quaternion.identity);
                 Unit.name = "Unit_" + i + "_" + j;
                 Unit.transform.parent = _newGO.transform;
             }
         }
 
     }
 }
 
              Your answer
 
             Follow this Question
Related Questions
vehicle/gameobject moving/listing/rotating when made parent of main character (child) game object 1 Answer
Why is transform.parent not working in Unity 5.5.4? 0 Answers
Canvas as a Child with Screen Overlay follows parent scale 0 Answers
Error with parenting spawned weapon on client side 0 Answers
How to attach an object to another object so that moving one moves the other 0 Answers