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Question by Neh_l · Jan 12 at 03:07 PM · c#instantiateparent-child

Object Instantiate two times when i SetParent

Hi, I'm trying to instantiate a number X of gameObjects as children of a gameObject A (on which the script is attached). when i'm instantiating them not as children, everythings goes as planned.

alt text

But when i SetParent them, another gameObject gets instantiated as the child of the child of my gameObject A. alt text

Here's the code where the magic happens. The fact that i use a coroutine change nothing the situation.

     IEnumerator CreateSpineDeformation(float halfSizeY, float scaleCoefficient, int iterations)
     {
         GameObject deformation = Instantiate(gameObject) as GameObject;
         deformation.transform.position = transform.position + Vector3.up * halfSizeY;
 
         deformation.transform.localScale = transform.localScale / scaleCoefficient;
 
         deformation.transform.RotateAround(transform.position, transform.up, UnityEngine.Random.Range(rotateUpCoef * -1, rotateUpCoef));
         deformation.transform.RotateAround(transform.position, transform.right, UnityEngine.Random.Range(rotateRightCoef * -1, rotateRightCoef));
         deformation.transform.RotateAround(transform.position, transform.forward, UnityEngine.Random.Range(rotateForwardCoef * -1, rotateForwardCoef));
 
         deformation.transform.SetParent(transform); //HERE
 
         DeformationManager deformationManager = deformation.GetComponent<DeformationManager>();
         deformationManager.iterations = iterations;
         deformationManager.scaleCoefficient = scaleCoefficient;
         deformationManager.sources = 1;
         yield return null;
     }

Here is where i call it

 void StartDeformation() {
     for (int i = 0; i < sources && iterations > 0; i++) {
         StartCoroutine(CreateSpineDeformation(source.GetComponent<Renderer>().bounds.size.y / spawnPositionRatio, scaleCoefficient, iterations - 1));
     }
 }

It's my first time uploading to this forum. Hopes i'm posting right. Thank you !

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Answer by dorusoftware · Jan 12 at 03:32 PM

this looks a bit funny for me

 for (int i = 0; i < sources && iterations > 0; i++)

maybe is something that can be done but I never saw this till now, I always checked if i is less or greater that a number in a for loop

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avatar image Neh_l · Jan 12 at 07:30 PM 0
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i had a if statement after the loop, i wanted to shrink my code idk if this is the right way to do it but it works ! to my sense, the second part of the statement just take 0 or 1, so as long as you put something that can have those values its ok !

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