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Question by Smike · Jan 17, 2013 at 03:56 AM · c#gameobjectprefabchildinitiate

[C#] An error occurs when trying to set a child to my GameObject in script. Why?

 GameObject enemy = Instantiate(spawnObject,spawnPosition,spawnObject.transform.rotation) as GameObject;
 enemy.transform.parent = transform;

The above code generates the expected result when I test my game in game mode, however I'm gettting this error message:

"Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption."

Yes, the spawnObject variable contains a prefab, however creating a new GameObject should have fixed the problem, I assume?

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avatar image robertbu · Jan 17, 2013 at 06:44 AM 0
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I typically give my Instantiated objects a parent to avoid clutter in the Hierarchy when I'm debugging, and I've never had a problem. Despite the warning, is the parent being set?

avatar image Smike · Jan 17, 2013 at 06:48 AM 0
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I did set the parent of my instantiated object to the transform, if that's what you mean. Also, during Game View, the hierarchy behaves as expected... so does everything else. $$anonymous$$aybe this is a Unity bug?

avatar image iwaldrop · Jan 17, 2013 at 07:08 AM 0
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It does sound like a Unity Bug because I've also never had a problem with doing exactly what you are doing above.

avatar image $$anonymous$$ · Jan 17, 2013 at 07:16 AM 0
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This isn't a Unity bug. I think it's not clear at all why you're using spawnObject.transform.rotation in Instantiate if it's the actual prefab you're instantiating.

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