Quantcast
Channel: Questions in topic: "parenting"
Viewing all articles
Browse latest Browse all 302

Changing parent at runtime problems

$
0
0
Hi! **EDIT**: Well, the problem is that the game object scales down to 0, not a rendering problem. I'm not the only one having this problem (can we consider it an Unity issue?). If I reset the scale to the one the game object should have everything is solved. But is there any way to prevent this? Should I change the parenting procedure to anything else to not changing scale on the process? I'm trying to change a GameObject parent during runtime. I can do it, but the problem is that the GameObject visually disappears (it stills exists). Here is my code where I create it (from a Object pool): public static SlimeController NewSlime(Transform parent = null, Vector3 position = default(Vector3), Quaternion rotation = default(Quaternion)) { SlimeController results = Instantiate(Instance.slime); Transform transform = results.GetComponent(); transform.parent = parent; transform.localPosition = position; transform.rotation = rotation; return results; } After this, it is now a child of the specified parent object. This is the code where the Slime is parent-switched (inside SlimeController script): public override bool Lock (HexController hex) { bool success = base.Lock (hex); if (!success) { return false; } Transform transform = this.GetComponent(); transform.parent = this.hex.transform; transform.localPosition = default(Vector3); return true; } Now the slime parent is the desired one, even its at the specified location (which is the same of the parent), but the slime disappears (visually). It still exists, I can see it at the Hierarchy tab, select it and keeps behaving as expected. Any ideas of what i'm doing wrong? Thanks a lot!

Viewing all articles
Browse latest Browse all 302

Trending Articles