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Question by Fenlig · Nov 21, 2013 at 01:33 PM · parentingrooms

Room Generator parenting issue

So I have a loops script to create a randomly sized room but all the gameObjects have no parent so they all reference global coordinates rather than the object the script is attached to. Any Ideas?


 using UnityEngine;
 using System.Collections;
 
 public class Room_Generation : MonoBehaviour {
 
     public GameObject gFloor;
     public GameObject gCeiling;
     public GameObject gWall;
 
     // Use this for initialization
     void Start () {
         float fSpacing = 4.0f;
         int iRoomWidth = Random.Range(0,4);
         int iRoomLength = Random.Range(0,4);
         for(int y = 0; y <= iRoomWidth; y++){
             for(int x = 0; x <= iRoomWidth; x++){
                 Vector3 posFloor = new Vector3(x,0,y) * fSpacing;
                 Vector3 posCeiling = new Vector3(x,1,y) * fSpacing;
                 Instantiate(gFloor,posFloor,Quaternion.Euler(-90,0,0));
                 Instantiate(gCeiling,posCeiling,Quaternion.Euler(90,0,0));
             }
         }
     }



PS Im newish at unity and scripting so if you can suggest better ways to do this please go ahead.

Thanks!

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Answer by Deprecated · Nov 21, 2013 at 01:54 PM

Setting a parent is actually pretty straightforward, and you'll have to make two small changes to your code.

  1. Store the returned object from your call to Instantiate, which will be a GameObject

  2. Set the GameObject's transform.parent to the parent's transform

Something like:

 GameObject gObj = Instantiate(floor,Vector3(x,0,y) * spacing,Quaternion.Euler(-90,0,0));
 gObj.transform.parent = childObject.transform.parent.gameObject.transform;

Getting the transform of a script's parent is a bit odd, which is where that childObject reference comes in.

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avatar image Fenlig · Nov 23, 2013 at 10:44 PM 0
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I dont understand the Child object part, could you explain it abit more?

I've updated my script above. It was in JavaScript but I turned it into C#.

Thanks

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