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Question by alternativee30 · Jun 16, 2012 at 07:35 AM · spawnparentchild

Children Overproducing

In a predicament.

Ol gameObject 1 and gameObject 2 have been getting together on the weekends and giving me spawns. They dont stop!

Now i have too many.

What can i do. The buggers are everywhere. In a way i guess i want to abort all future children from being instantiated under an object once i reach a nice number like 24. What script functions should i use to achieve this?

Thanks for the help.

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avatar image syclamoth · Jun 16, 2012 at 07:41 AM 0
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Ins$$anonymous$$d of using a fairly vague metaphor, could you show us the actual code? It'll be much easier to understand the root cause. What is the intended behaviour?

avatar image alternativee30 · Jun 16, 2012 at 11:14 AM 0
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0 Well thats the reason i gave a vague metaphor. To be a smartass and there is no Code yet. I am wondering if anyone has specific Unity recommended code references to use to achieve this type of effect or perhaps has had experience with this type of setup before.

I would be trying to limit the children via a hard cap under my parent so that i could limit the amount of instantiated player prefabs

avatar image alternativee30 · Jun 16, 2012 at 11:15 AM 0
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I also was more vague then i meant to be. $$anonymous$$y bad on that. I am simply trying to set a limit to gameObjects Instantiated under a parent.

avatar image alternativee30 · Jun 16, 2012 at 11:17 AM 0
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Thanks for the responses. I will get cracking and post what i used when i get it working.

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Answer by whydoidoit · Jun 16, 2012 at 09:45 AM

Not sure what language you want the code in, but you basically need to count the number of items that are contained in the parent's transform.

   import System.Linq
 ...
 parentObject.transform.Cast.<Transform>().Count();


Would do it in UnityScript

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avatar image whydoidoit · Jun 16, 2012 at 09:46 AM 0
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But you'd probably be better of just having a count variable on the parent and increment it each time you Instantiate a child

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