我在Unity中有一个游戏,每隔几秒就会实例化一次GameObjects。 然后在层次结构中,预制件显示在实例化的列表中,例如:
EnemyBlue(Clone) EnemyRed(Clone) EnemyGreen(Clone) EnemyBlue(Clone)这堵塞了我的层次结构。 我的问题是,是否可以将GameObjects实例化为空GameObject的子节点,例如:
Enemies // An Empty GameObject EnemyBlue(Clone) EnemyRed(Clone) EnemyGreen(Clone) EnemyBlue(Clone)I have a game in Unity where I instantiate GameObjects every few seconds. Then in the Hierarchy, the prefabs show up in a list of them being instantiated e.g.:
EnemyBlue(Clone) EnemyRed(Clone) EnemyGreen(Clone) EnemyBlue(Clone)Which clogs up my hierarchy. My question is, is it possible to instantiate GameObjects as a child of an empty GameObject, for example:
Enemies // An Empty GameObject EnemyBlue(Clone) EnemyRed(Clone) EnemyGreen(Clone) EnemyBlue(Clone)最满意答案
您可以设置所提及的ILiveForVR之类的转换的父级,但您也可以为已存在的内容设置父级:
gameObject.transform.parent = GameObject.Find("Name of game object").transform;
You can set the parent of a transform like ILiveForVR mentioned, but you can also set the parent for something that already exists:
gameObject.transform.parent = GameObject.Find("Name of game object").transform;
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