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Question by mcconkie · Mar 07, 2019 at 06:15 PM · rotationpositionparenting

Trying to understand parenting

Hi all, I'm still trying to wrap my head around parenting a game object. I have a player object with a nested game object ( gunContainer )that has an animation I trigger on certain key inputs. When a user keys 1-4 on a keypad, in the Update method, I

  1. instantiate the desired object activeGun = Instantiate(guns[0], gunContainer.transform);

  2. trigger the animation

when I first tried this, the new object was not at all where I expected it, so I changed a few things. Eventually, I fell on the following

 ...
 if (Input.GetKey(KeyCode.Alpha1) || Input.GetKey(KeyCode.Keypad1))
         {
             if (activeGun == null)
             {
                 activeGun = Instantiate(guns[0]);
             }
         }
 
 ...later in the update
 
 if (activeGun != null)
         {
             activeGun.transform.SetPositionAndRotation(gunContainer.transform.position, gunContainer.transform.rotation);
         }
 



This works but I do not understand why I have to explicitly reset the position and rotation on every frame. My mind thought I could just drop in the object and let the parent do its animation magic. Too easy?

Can someone explain to me why I have to match the parent transform and rotation every frame, where in my head I assumed as a child its transform and rotation would always be Vector3.zero / Quaternion.identity

Thanks!

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Answer by Tkushn · Mar 07, 2019 at 07:22 PM

The instantiator is a child, but the object you instantiate is independant. So on it's prefab place a script and in OnStart or OnAwake put

  Transform.SetParent(parent);

parent will have to be set to the object.

 GameObject parent;
 parent = GameObject Find(string name);

and then each instantiated object will have a parent

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