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Question by wiggs1111 · Jun 08, 2015 at 10:58 AM · gameobjectinstantiateparentchild

Instantiate object as child of exsisitng game object

Im trying to test the created level in another scene but need to use DontDestoryOnLoad in awake function. How do I instantiate my new objects as a c$$anonymous$$ld of an exsisting game Object?

//#pragma strict import System.Collections.Generic;

 var BlockPositions : List.<Vector3> = new List.<Vector3>();
 var collide : boolean = false;
 var endCube = gameObject;
 var prefab = gameObject;
 var testPlayer : boolean = false;
 
 function Awake(){
     //DontDestoryOnLoad();
 }
 
 function OnCollisionEnter(coll: Collision){   //Colliding with object?
         if(coll.gameObject.tag=="floor"){
             collide=true;    
             }
 }
 function OnCollisionExit(coll: Collision){
             collide=false;            
 }
 
 
 function Update () {
 myPosition = transform.position;
 
     if(Input.GetButtonDown("up")){
         transform.position.y = transform.position.y+1;
         if (collide == false){
             collide = true;
         }
     }
 
     if(Input.GetButtonDown("down")){
         transform.position.y = transform.position.y-1;        
         if (collide == false ){
             collide = true;
         }
     }
 
     if(Input.GetButtonDown("left")){
         transform.position.x = transform.position.x-1; 
            if (collide == false){
                  collide = true;
         }
     }
 
     if(Input.GetButtonDown("right")){
         transform.position.x = transform.position.x+1;
            if (collide == false){
                collide = true;
         }
     }
         
     if (Input.GetButtonDown ("Submit")){      
         if (BlockPositions.Contains(transform.position))
         {
        //     DestroyImmediate(prefab);
             testPlayer = true;
             Instantiate(endCube, transform.position, Quaternion.identity);
             
             BlockPositions.Add(transform.position);
 
             testLevel();
             /*
                 NOW GIVE USER GUI OPTION TO RETRY LEVEL/SUBMIT LEVEL
             */
         }
     }
     Debug.Log(myPosition);    
     
     if (collide == false){
         collide = true;
         Instantiate(prefab, transform.position, Quaternion.identity);
 
         BlockPositions.Add(transform.position);
         
     }
 }
 
 function testLevel(){
 WaitForSeconds(2);
         Application.LoadLevel("TestLevel");
 }


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Answer by Cherno · Jun 08, 2015 at 11:08 AM

You can't do it. However, what you can do is instantiate it normally, and immediately afterwards set it's parent to whatevery GameObject's transform you want.

 gameObject parentObject;
 
              Instantiate(endCube, transform.position, Quaternion.identity);
 endCube.transform.parent = parentObject.transform;
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avatar image wiggs1111 · Jun 10, 2015 at 08:56 AM 0
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Thank you for your help!

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Answer by JparrishAU · May 14, 2019 at 05:30 PM

Just FYI. You can do t$$anonymous$$s directly now using the overloaded Instantiate method.

 Instantiate(Object original, Vector3 position, Quaternion rotation, Transform parent);
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avatar image riis5 · May 19, 2019 at 09:31 AM 0
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Wow! Thanks a lot!

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