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Question by tall-josh · Jul 14, 2017 at 10:30 AM · scripting problemchildinheritancechild-to-gameobjectheirarchy

Recursive SetParent not working

Hi, I'm trying to recursively construct a character from a list of prefabs. However, when I use either SetParent or Instantiate(new_game_object, parent) by passing the parent via a method parameter the parent is not set.

This method.;

 void InstantiateConfiguration(ConfigurableElement config_data, List component_list)
       {
           GameObject new_config = new GameObject();
         new_config.name = config_data.Name;
         new_config.AddComponent<Configurator>();
         new_config.GetComponent<Configurator>().Configure(config_data, new_config, component_list);
     }

invokes this method;

 public void Configure(ConfigurableElement config_data, GameObject parent, List<GameObject> component_list)
 {
     try
     {
         string rand_part = config_data.ValidParts.SelectRandom().Name;
         GameObject new_go = Instantiate(component_list.Find(p => p.name == rand_part));
         new_go.transform.SetParent(parent.transform, false);
     }
     catch (System.NullReferenceException)
     {
             //You done goofed
     }
 
     // Instantiate Children
     if(config_data.Children != null)
     {
         foreach (ConfigurableElement child in config_data.Children)
         {
             GameObject c = new GameObject();
             c.name = child.Name;
             c.AddComponent<Configurator>();
             c.GetComponent<Configurator>().Configure(child, c, component_list);
         }
     }

I can make it work if I do everything in one monolithic method, but I'm sure there's a better way. Cheers in advance.

Josh

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Answer by tall-josh · Jul 14, 2017 at 11:05 AM

Ahhhhh STOP PANICHING EVERYONE!!!! I found it...I forgot c.transfrom.SetParent(parent.transform) on line 20.

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