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Question by Bazzalisk · Mar 02, 2017 at 01:05 AM · c#instances

Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption. Even though editing through instance, not prefab.

Hey guys, title said my issue. Here's my code

  GameObject gO = Instantiate<GameObject>(prefabGO);
   gO.transform.SetParent(someTransform);

Although i'm setting the transform.parent of the instance, not the prefab. I'm still getting this issue. Hope you all can help. Thanks, Bazz.

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avatar image Commoble · Mar 02, 2017 at 01:59 AM 0
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That should just be Instantiate(prefabGO)or (GameObject)Instantiate(prefabGO) if you prefer.

If that doesn't fix it: Can we see more of your code, and are you doing this at runtime or in an editor script?

avatar image Bazzalisk · Mar 02, 2017 at 02:13 AM 0
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That didn't work. The issue is that it seems to think that i'm trying to work with the prefab rather than an instance. Either that or i'm making a mistake elsewhere.

Here's all the code from the function i'm working on

  public void loadECTUnlockables()
     {
         if (!unlockablesLoaded)
         {
             unlockablesLoaded = true;
             foreach(Unlockable uable in Resources.LoadAll<Unlockable>("Unlockables/EnemyCellTypeUnlockables/"))
             {
                 print(Resources.LoadAll<Unlockable>("Unlockables/EnemyCellTypeUnlockables/").Length);
                 uable.cellIconUI.sprite = uable.uIcon;
                 
                 if(!uable.isUnlocked())
                 {
                     uable.cellLockedUI.enabled = true;
                     uable.cellToggleUI.gameObject.SetActive(false);
                 }
                 else
                 {
                     int ii = 0;
                     foreach (string text in uable.cellEffectList)
                     {
                         GameObject tempText = (GameObject)Instantiate(textObject);
                         tempText.transform.SetParent(uable.cellEffectListUI.transform);
                         tempText.GetComponent<Text>().text = uable.cellEffectList[ii];
 
                         ii++;
                     }
                 }
 
                 GameObject tempUable = Instantiate<GameObject>(uable.gameObject);
                 tempUable.transform.SetParent(cellTypeList);
             }
         }
     }

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