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Is there any way to use parenting as an organization tool without creating a Transform bond?
I mean, can I parent one GameObject into another without the child GameOBject Transform being affected by the parent GameObject Transform? That way I could use parenting as a visual hierarchy aid, and I would move each object on its own without one of them dragging the other without my will.
Answer by jonas-echterhoff · Jan 27, 2010 at 03:23 PM
No, that is not possible. Note that selecting the hierarchy view and hitting Cmd-F will bring up a search field in Unity 2.6 - just like in the project view. Maybe that helps organizing your project.
Answer by Ashkan_gc · Jan 27, 2010 at 05:09 PM
jonas is right. as another way you can tag all organiser gameobjects with a special tag and then find and delete them at startup but this produces unneeded overhead and is not recommended
Answer by equalsequals · Jan 27, 2010 at 05:34 PM
Jonas and Ashkan are correct.
To add, however, you can trick it a bit - this is something I do in very specific cases:
I create an empty holder object and set it's transform properties to 0,0,0 for position and rotation and leave scale at 1,1,1
Since it has the same origin point as the World, any GameObject that sits directly inside of it will have the same Vector3 values for x,y,z for both local and global.
I usually only do this if I have a bunch of static objects in the scene that I do not need to interact with much/at all. Also it is adding more to your scene so you might want to weigh the performance costs there.
Hope that helps,
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