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Question by Khena_B · Feb 04, 2018 at 07:25 PM · gameobjectparentcreateautomatically

Parent everything to gameobject

Hey,

I want everything that is created in the hierarchy to be automatically parented to a gameobject, is this possible without continuously checking every gameobject's parent/root in the scene?

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Answer by Khena_B · Feb 04, 2018 at 11:55 PM

Solved it by using EditorApplication.hierarchyWindowChanged to check only once if something has changed in the hierarchy

 [InitializeOnLoad]
 class HierarchyClass
 {
     static HierarchyClass()
     {
         EditorApplication.hierarchyWindowChanged += HierarchyChangedCallback;
     }
 
     static void HierarchyChangedCallback()
     {
         //Do something once, when the hierarchy has changed
     }

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Answer by ElijahShadbolt · Feb 04, 2018 at 11:50 PM

If you are instantiating prefabs at runtime: When it is being instantiated use something like

 newInstance.transform.SetParent(parentTransform);

or

 newInstance = (GameObject)Instantiate(prefab.gameObject, parentTransform);

If you are in the editor, just right click the parent in the hierarchy when creating new objects. (don't use the GameObject menu in the ribbon)

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avatar image ElijahShadbolt · Feb 04, 2018 at 11:55 PM 0
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For a more secure (but slow) solution in the editor, you could create an EditorWindow script which uses EditorWindow.Update to check every object each frame. This won't affect builds, only the editor.

avatar image Khena_B · Feb 04, 2018 at 11:56 PM 0
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I was trying to parent stuff that is created with the "create" menu and not when instantiated by script, but thanks!

avatar image ElijahShadbolt · Feb 04, 2018 at 11:57 PM 0
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Oh that is brilliant! Use @$$anonymous$$henaB 's solution: EditorApplication.hierarchyWindowChanged

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