Unity zPosition hierarchy is making me insane.
Please help. 
 
     Debug.Log(GameField.transform.parent.name); // Returns Level
     Debug.Log(GameField.transform.GetSiblingIndex()); // Returns 0
     GameField.transform.SetAsFirstSibling();
 if (firework1Exists == false) {
         Instantiate (Firework1, transform.position, Quaternion.identity);
         Firework1.SetActive (true);
         firework1Exists = true;
         Firework1.transform.parent = Level.transform;
         Firework1.transform.SetAsLastSibling ();
         Debug.Log(Firework1.transform.GetSiblingIndex ()); // Returns 5
         Debug.Log(Firework1.transform.parent.name); // Returns Level
 Fireworks are ALWAYS behind the Gamefield no matter what I do. I've tried putting them at the root Level object below ('after') gamefield in the project hiearchy. I've messed with zPos, I have tried GetSibling() stuff. It's just simply impossible to easily tell a prefab anywhere in the game that it should supersede all others. 
 
 I'm going to have to buy a new keyboard and monitor soon.
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              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                