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Question by skaddi · Nov 13, 2014 at 01:58 PM · c#parenthierarchy

C# attach GO to script's parent

Hello!

I've the follwing Setup:

A GO somewhere in my worldspace. A script attach to that. In that script a new GO(myNewCube) spawns and i want it to be a parent of the first GO (with script attached).

How can i do this?

 myNewCube.transform.parent = transform.parent.gameObject.transform;

Don't work.

Problem is, it must be dynamic and i can't search for the scripts name because i would get back alot of them.

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Answer by GameVortex · Nov 13, 2014 at 02:05 PM

If the myNewCube is created in the parent GO (the one with the script). Then simply set the parent to be the transform of the script/component.

  myNewCube.transform.parent = transform;

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avatar image skaddi · Nov 13, 2014 at 02:10 PM 0
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Thats to easy..

.. but i works! Thanks for that. :D

But now i have another Problem. The Parent is a Prefab. Didn't thought about that. (Adding a Go to Prefab on runtime is disabled.) But up one level in the hierachy there is a normal GO. How can i access this one in that case?

avatar image GameVortex · Nov 13, 2014 at 02:31 PM 0
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I am not sure I completely understand your setup. Is the component which spawns the objects not on a GameObject itself in the scene? Could you please detail your hierarchy of objects.

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Answer by skaddi · Nov 13, 2014 at 07:24 PM

Ok, i told you something wrong. The script is not attached to a GO but a prefab. And it spawns a prefab. :/

Sure, it looks like this:

 GO
   GO
     GO
       GO
         PreFab
           Script

By now, the script tries to add the new prefab to the upper prefab, which has the script attached. Either i can add the new prefab to the upper GO, or i create a totaly new GO to get all these prefabs spawned by the script. I can write the second solution, but the first solution would be the cleaner one..

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avatar image skaddi · Nov 13, 2014 at 08:54 PM 0
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Ah, Ok. Problem solved.

 (Instantiate(myCube, myVector3, myQuaternion) as GameObject).transform.parent = transform;

But, Thank you! :)

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