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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.
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);
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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