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Unity - 2D Moving platforms parenting


Unity - 2D Moving platforms parenting

By : Michael
Date : November 16 2020, 06:23 AM
To fix the issue you can do What do you call a "touch input controller", is it a touch device? If so, are you sure Input.GetAxis("Horizontal”) does anything on touch devices? won't it just return 0 always?
Have you tried logging your move value, or copying it to a public variable to watch it evolve in the inspector? Maybe the values are orders of magnitude apart between one controller and the other, in which case you would need a multiplier.
code :


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Unity screwing up meshes when parenting objects

Unity screwing up meshes when parenting objects


By : user2822014
Date : March 29 2020, 07:55 AM
I wish did fix the issue. It looks like your child object is inheriting the scale of the parent object. The way to fix that is to scale the child object by values that will multiply with appropriate parent Game Object's scale values to return the child game object to a scale of 1 1 1.
Example:
Unity: Prefab parenting in code

Unity: Prefab parenting in code


By : ScottM.LV
Date : March 29 2020, 07:55 AM
this will help Are you sure you want to Instantiate 10 child prefabs on each frame (Update is called once per frame).
I think you problem is, that you did not Instantiate the parent prefab.
code :
public GameObject childPrefab;
public GameObject parentPrefab;

void Start() 
{
    GameObject parent = Instantiate(parentPrefab) as GameObject;

    for(int i = 0; i < 10; i++)
    {
        GameObject child = Instantiate(childPrefab) as GameObject;
        child.transform.parent = parent.transform;
    }
}
Why does parenting an object in the hierarchy produce different results then parenting via script?

Why does parenting an object in the hierarchy produce different results then parenting via script?


By : AlexSun
Date : March 29 2020, 07:55 AM
I wish this helpful for you If we check Unity's API documentation for the SetParent() method we can better understand how this method works. In my case I was using the method that used two parameters:
parent: The parent Transform to use
unity how to avoid scaling heritage when parenting?

unity how to avoid scaling heritage when parenting?


By : Aseem Sood
Date : October 22 2020, 06:10 AM
will help you transform.SetParent (collision.transform, true);
Second parameter is optional and determines if global position, rotation and scaling should stay.
Re-parenting large objects in Unity takes up to 8 seconds

Re-parenting large objects in Unity takes up to 8 seconds


By : Matúš Formanek
Date : October 12 2020, 02:00 PM
To fix this issue There may not be much you can do, but...
Transform hierarchies are stored in memory by Unity as fixed sized arrays and reparenting causes Unity to have to recompute the entire modified hierarchy to move things around in memory to create enough room and then insert the new objects. There's a Unity talk video on YouTube about this, if I can find it. This may sound like a terrible plan on Unity's part, but its the result of a different optimization that allows Unity to process the entire hierarchy as a linear list and using simple offsets down in the C++ backend.
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