Why do we usually put the sprites in the editor as children of another Game Object?
I mean, in the hierarchy of the editor, why do we usually put the sprites inside Game Objects that are children of a parent Game Object. This parent usually has the other components such as colliders, rigidbodies and scripts?
I've seen this workflow in quite a few tutorials now, and I wonder what reasons are for that.
It's the same for a 3d model? The Mesh Renderer should be the component of the child instof a parent Game Object in the
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