Let's say I want multiple prefab object called childTile
, it parenting another single prefab object called parentTile
. So whenever the parentTile
rotates, childTiles
will be rotated around parentTile
.
Basically this is what I wrote:
public GameObject childPrefab;
public GameObject parentPrefab;
void Update()
{
for(int i = 0; i < 10; i++)
{
GameObject clone = Instantiate(childPrefab, /*PsuedoCode: random position*/ , Quaternion.identity)
clone.transform.parent = parentPrefab;
}
}
The expected result is during runtime, if I rotate parentPrefab
at the scene, the 10 childPrefabs
should also rotate. I've tried many ways but failed, unless I manually drag childPrefabs
to parentPrefab
on the Hierachy bar.
Are you sure you want to
Instantiate
10 child prefabs on each frame (Update
is called once per frame).I think you problem is, that you did not
Instantiate
the parent prefab.If I take your code, and fix it, it works like a charm for me.
This is the result of above code, and I suspect, that's what you want?