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Question by Pkefr · Sep 28, 2020 at 08:01 AM · play modeinstantiate-game-object

Keeping position of game objects when leaving play mode

I use Unity to create simulations to move objects in a 3D world. I'd like to keep the position of the moved objects when leaving the play mode to use this position in other softwares.

I found a lot of questions about this, explaining how to use the copy/paste function which is really a good way, but if I forgot to copy, I loose everything ... And if I have a lot of objects, it's not so convenient.

I also found a KeepMeAlive script, using the instantiate function which works pretty well. I can get the objects with this script associated to at the end of the simulation, but they are visible in the scene windows and not attached in the Hierarchy. I still have to copy/paste them to get them as reusable gameobjects. Here is this script:

 public class KeepMeAlive : MonoBehaviour {  
     void OnDestroy()  
     {  
         if (Application.isPlaying)  
             Instantiate(this, this.transform.position, this.transform.rotation);     
     }  
 }  


So I tried to update it to choose where the clone is instantiated, using the saved Folder as a gameobject define before the simulation :

 public class KeepMeAlive : MonoBehaviour {  
    public GameObject SaveFolder; 
     GameObject mySavedTruc;
     public GameObject myOriginalTruc;
 
     void OnDestroy()  
     {  
         if (Application.isPlaying)  
                 
             mySavedTruc = Instantiate(myOriginalTruc, myOriginalTruc.transform.position, myOriginalTruc.transform.rotation);
             mySavedTruc.transform.parent=SaveFolder.transform;
     }  
 }  
 

I still get my gameobject in the scene but not in the Hierarchy. And I get this error message : "Cannot set the parent of the GameObject 'vitre(Clone)(Clone)' while its new parent 'SauvegardeObjetsMobiles' is being destroyed"

Is it possible to get these instantiated gameobjects in the Hierarchy ?

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