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Question by Cal2 · Apr 14, 2015 at 05:00 PM · instantiateparentchild

can't parent an Object, a second time.

I am getting the error.

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

I have a gameObject(A) that I instantiate and child to another gameObject(B), that works no problem. But if I destroy gameObject(A) and then try to instantiate another gameObject(A) later I get that error. I am using the same method to instantiate both times.

whats causing this? what can I do to fix this? and is there any work arounds?

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avatar image RudyTheDev · Apr 14, 2015 at 05:11 PM 2
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Whatever your code is doing, it is trying to use a prefab as a scene game object. Clearly there is a difference between your two scenarios, so full code of both would be needed to say exactly why.

avatar image Owen-Reynolds · Apr 14, 2015 at 07:55 PM 1
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To follow up on what $$anonymous$$ wrote, it looks like parenting is NOT the problem.

You should never want to change an prefab directly. The thing you spawn isn't a prefab -- it's a real thing copied form a prefab. The error says you changing the real prefab, by mistake.

avatar image Cal2 · Apr 14, 2015 at 10:22 PM 0
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So, I figured out different way to accomplish my end goal without destroying this obj and childing it.

But I am still interested to know where I went wrong. This is the code effecting it other then a Destroy(phone2) which gets called before this code gets called a second time. Also each time it gets instantiated, it is co$$anonymous$$g out as a (clone) of the prefab.

  `public void RestartPhone(){
         phone2 = Instantiate(Resources.Load("Phone"), transform.position, Quaternion.identity) as GameObject;
         
         phone2.transform.parent = childTo;
         phone2.transform.localEulerAngles = new Vector3 (292,0,0);
         phone2.transform.localPosition = new Vector3 ( 0, -.4469702f, 2.367772f);
     }
 `



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