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Question by Sylphv · Jun 21, 2015 at 10:57 AM · prefabruntimeparentcloneparenting

GameObject parenting during runtime

Hi, this is my very first post in unityAnswers, and I'm quite new to unity. Hope you guys can help me out.

Let's say I want multiple prefab object called childTile, it parenting another single prefab object called parentTile. So whenever the parentTile rotates, childTiles will be rotated around parentTile.

 //Basically this is what I wrote 
 
 public GameObject childPrefab;
 public GameObject parentPrefab;
 
 void Update()
 {
    for(int i = 0; i < 10; i++)
    {
       GameObject clone = Instantiate(childPrefab, /*PsuedoCode: random position*/ , Quaternion.identity)
       
       clone.transform.parent = parentPrefab;
       
    }
 }


The expected result is during runtime, if I rotate parentPrefab at the scene, the 10 childPrefabs should also rotate. I've tried many ways but failed, unless I manually drag childPrefabs to parentPrefab on the Hierachy bar.

Thanks.

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Answer by Xarbrough · Jun 22, 2015 at 12:46 AM

In what way does it fail? Does it not get parented in the hierarchy or does it get placed weirdly or does it not rotate the way you want?

A slightly better way to parent:

clone.transform.SetParent(parentPrefab, true);

Scripting API - SetParent

PS: I see there are two commas in your instantiate statement. You should remove one or better remove the whole comment from within the method. Bad practice. Better define a varialbe called randomPosition/Rotation and set it to something not random with a comment saying that you will implement it later. Also there is no semicolon at the end of the line.

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