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Question by szergopolska · Oct 12, 2020 at 09:43 AM · instantiateplayerplatformerparent-child

Parent object to instantiate

I am making a 3d platform game and I want platforms to spawn procedurally (w$$anonymous$$ch is working) but when my character leaves the first platform, and runs on the next one it doesn't get parented to it. Collision detection works fine since I have another script that allows me to control the platform when collision with character is detected. Here is part of the platform script:

     void OnTriggerEnter(Collider Character)
     {
         Character.transform.parent = t$$anonymous$$s.transform;
         onplatform = true;
         t$$anonymous$$s.transform.parent = PlatformController.transform;
     }
     void OnTriggerExit(Collider Character)
     {
         Character.transform.parent = null;
         Destroy(gameObject, 2f);
         t$$anonymous$$s.transform.parent = null;
     }

And here is the spawner code

     public GameObject Platform_next;
     public float timer;
     public float StopTime;
     public float platformLocation_y;
     // Start is called before the first frame update
     void Start()
     {
     }
 
     // Update is called once per frame
     void Update()
     {
         if (timer > StopTime)
         {
             platformLocation_y = platformLocation_y + 14.73f;
             GameObject newPlatform = Instantiate(Platform_next);
             newPlatform.transform.position = transform.position = new Vector3(0f, 0f, platformLocation_y);
             newPlatform.transform.localRotation = Quaternion.Euler(90, 0, 0);
             timer = 0;
         }
         timer += Time.deltaTime;
     }
 }





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Answer by szergopolska · Oct 12, 2020 at 02:10 PM

I solved it, I had to add OnTriggerStay where I put transform.parent and it worked.

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