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Question by ogginger · Aug 06, 2017 at 09:47 PM · runtime-generationorganization

How to Organize Hierarchy at run time?

I'm procedurally generating content but it shows up in the hierarchy root at run time. Is there any way to change parent/child relationships in the hierarchy at run time to organize the game objects.

Example. I'm creating a 2D scrolling level at run time by creating X game objects, assigning sprites to them, and rendering them one after the other. I have an empty game object acting as an organizational element called "Level" with children "Foreground", "Playarea", and "Background". I want my generated content to show in it's appropriate relative parent/child relationship within the hierarchy.

Does anyone know how I can accomplish this programmatically?

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Answer by kalen_08 · Aug 06, 2017 at 10:11 PM

yes of course!! just go:

 private GameObject parent;


 public void CreatIfNeeded (string objectName)
     {
         parent = GameObject.Find (objectName);
 
         if (!parent)
         {
             parent = new GameObject(objectName);
         }
     }
 
 
 private void Fire () 
     {
         GameObject newGameGeneration = Instantiate (projectile) as GameObject;
         newGameGeneration .transform.parent = parent.transform;
         newGameGeneration .transform.position = //Whatever the position is that your spawning it at;
     }

so basically what this is going to do is check if there is a game object by the name of objectName. if there isn't, it will create one called parent. All created content, when instantiated, could be put as a child to it like how I have it in the script above.

@ogginger

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avatar image kalen_08 · Aug 06, 2017 at 10:13 PM 0
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sorry about some of that, I took it from my own scripts so ignore the "projectiles" and "Fire" as names for the function and what it would be spawning.

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