user5470869
user5470869

Reputation:

How to control instantiated prefabs at runtime as children

I have a game in Unity where I instantiate GameObjects every few seconds. Then in the Hierarchy, the prefabs show up in a list of them being instantiated e.g.:

EnemyBlue(Clone)
EnemyRed(Clone)
EnemyGreen(Clone)
EnemyBlue(Clone)

Which clogs up my hierarchy. My question is, is it possible to instantiate GameObjects as a child of an empty GameObject, for example:

Enemies // An Empty GameObject
    EnemyBlue(Clone)
    EnemyRed(Clone)
    EnemyGreen(Clone)
    EnemyBlue(Clone)

Upvotes: 4

Views: 305

Answers (2)

Tom
Tom

Reputation: 2472

You can set the parent of a transform like ILiveForVR mentioned, but you can also set the parent for something that already exists:

gameObject.transform.parent = GameObject.Find("Name of game object").transform;

Upvotes: 4

HoloLady
HoloLady

Reputation: 1043

You can set the parent of an object after you instantiate it: http://docs.unity3d.com/ScriptReference/Transform.SetParent.html

So something like:EnemyBlue.tranform.SetParent(Enemies.transform);

Upvotes: 2

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