How can I add as child to a parent each group of stairs to it's correct parent?












0















In the first script:



using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GenerateStairsUnits : MonoBehaviour
{
[Header("Stairs Units Prefab")]
public GameObject stairsUnitsPrefab;
[Space(5)]
[Header("Settings")]
[Range(1, 20)]
public int numberOfUnits = 1;
public static GameObject Unit;

private int oldNumberOfUnits = 0;

// Use this for initialization
void Start ()
{
oldNumberOfUnits = numberOfUnits;

var unitsParent = GameObject.Find("Stairs Units");
for (int i = 0; i < numberOfUnits; i++)
{
Unit = Instantiate(stairsUnitsPrefab, unitsParent.transform);
Unit.name = "Stairs " + i.ToString();
}
}

// Update is called once per frame
void Update ()
{

}
}


So now under Stairs Units I have for example 5 Stairs (Stairs 0 , Stairs 1, Stairs 2, Stairs 3, Stairs 4) that are a copy of this script:



using System.Collections;
using System.Collections.Generic;
using System.Threading;
using UnityEngine;

public class GenerateStairs : MonoBehaviour
{
[Header("Stairs Prefb")]
public GameObject stairsPrefab;
[Space(5)]
[Header("Platforms")]
public bool addPlatforms = false;
public GameObject platformsPrefab;
[Space(5)]
[Header("Settings")]
public float delay = 3;
public int stairsNumber = 5;
public Vector3 stairsStartPosition;
public Vector3 stairSize;
public Vector3 stairsSize;
public float stepWidthFactor = 1f;

private Vector3 stairsPosition;
private GameObject stairsParent;

// Use this for initialization
void Start()
{
stairsParent = new GameObject();
stairsParent.name = "Stairs";
stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;
StartCoroutine(BuildStairs());
}

// Update is called once per frame
void Update()
{

}

private IEnumerator BuildStairs()
{
for (int i = 1; i <= stairsNumber; i++)
{

stairsPosition = new Vector3(
stairsStartPosition.x,
stairsStartPosition.y + (i * stairsSize.y),
stairsStartPosition.z + (i * stairsSize.y) * stepWidthFactor);

GameObject stair = Instantiate(
stairsPrefab,
stairsPosition,
Quaternion.identity);

stair.tag = "Stair";
stair.transform.parent = stairsParent.transform;
stair.transform.localScale = stairSize;

yield return new WaitForSeconds(delay);
}

stairsParent.AddComponent<MoveObjects>().Init();
}
}


Now on the second script the "Stairs" I want to be a child of each stairs unit:
For example under Stairs 0 should be Stairs. Then under Stairs 1 there should be also Stairs and also under Stairs 2 and Stairs 3 and Stairs 4.



But the way I tried to do it:



stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;


Don't put each Stairs under Stairs 0,1,2,3,4










share|improve this question



























    0















    In the first script:



    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;

    public class GenerateStairsUnits : MonoBehaviour
    {
    [Header("Stairs Units Prefab")]
    public GameObject stairsUnitsPrefab;
    [Space(5)]
    [Header("Settings")]
    [Range(1, 20)]
    public int numberOfUnits = 1;
    public static GameObject Unit;

    private int oldNumberOfUnits = 0;

    // Use this for initialization
    void Start ()
    {
    oldNumberOfUnits = numberOfUnits;

    var unitsParent = GameObject.Find("Stairs Units");
    for (int i = 0; i < numberOfUnits; i++)
    {
    Unit = Instantiate(stairsUnitsPrefab, unitsParent.transform);
    Unit.name = "Stairs " + i.ToString();
    }
    }

    // Update is called once per frame
    void Update ()
    {

    }
    }


    So now under Stairs Units I have for example 5 Stairs (Stairs 0 , Stairs 1, Stairs 2, Stairs 3, Stairs 4) that are a copy of this script:



    using System.Collections;
    using System.Collections.Generic;
    using System.Threading;
    using UnityEngine;

    public class GenerateStairs : MonoBehaviour
    {
    [Header("Stairs Prefb")]
    public GameObject stairsPrefab;
    [Space(5)]
    [Header("Platforms")]
    public bool addPlatforms = false;
    public GameObject platformsPrefab;
    [Space(5)]
    [Header("Settings")]
    public float delay = 3;
    public int stairsNumber = 5;
    public Vector3 stairsStartPosition;
    public Vector3 stairSize;
    public Vector3 stairsSize;
    public float stepWidthFactor = 1f;

    private Vector3 stairsPosition;
    private GameObject stairsParent;

    // Use this for initialization
    void Start()
    {
    stairsParent = new GameObject();
    stairsParent.name = "Stairs";
    stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;
    StartCoroutine(BuildStairs());
    }

    // Update is called once per frame
    void Update()
    {

    }

    private IEnumerator BuildStairs()
    {
    for (int i = 1; i <= stairsNumber; i++)
    {

    stairsPosition = new Vector3(
    stairsStartPosition.x,
    stairsStartPosition.y + (i * stairsSize.y),
    stairsStartPosition.z + (i * stairsSize.y) * stepWidthFactor);

    GameObject stair = Instantiate(
    stairsPrefab,
    stairsPosition,
    Quaternion.identity);

    stair.tag = "Stair";
    stair.transform.parent = stairsParent.transform;
    stair.transform.localScale = stairSize;

    yield return new WaitForSeconds(delay);
    }

    stairsParent.AddComponent<MoveObjects>().Init();
    }
    }


    Now on the second script the "Stairs" I want to be a child of each stairs unit:
    For example under Stairs 0 should be Stairs. Then under Stairs 1 there should be also Stairs and also under Stairs 2 and Stairs 3 and Stairs 4.



    But the way I tried to do it:



    stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;


    Don't put each Stairs under Stairs 0,1,2,3,4










    share|improve this question

























      0












      0








      0








      In the first script:



      using System.Collections;
      using System.Collections.Generic;
      using UnityEngine;

      public class GenerateStairsUnits : MonoBehaviour
      {
      [Header("Stairs Units Prefab")]
      public GameObject stairsUnitsPrefab;
      [Space(5)]
      [Header("Settings")]
      [Range(1, 20)]
      public int numberOfUnits = 1;
      public static GameObject Unit;

      private int oldNumberOfUnits = 0;

      // Use this for initialization
      void Start ()
      {
      oldNumberOfUnits = numberOfUnits;

      var unitsParent = GameObject.Find("Stairs Units");
      for (int i = 0; i < numberOfUnits; i++)
      {
      Unit = Instantiate(stairsUnitsPrefab, unitsParent.transform);
      Unit.name = "Stairs " + i.ToString();
      }
      }

      // Update is called once per frame
      void Update ()
      {

      }
      }


      So now under Stairs Units I have for example 5 Stairs (Stairs 0 , Stairs 1, Stairs 2, Stairs 3, Stairs 4) that are a copy of this script:



      using System.Collections;
      using System.Collections.Generic;
      using System.Threading;
      using UnityEngine;

      public class GenerateStairs : MonoBehaviour
      {
      [Header("Stairs Prefb")]
      public GameObject stairsPrefab;
      [Space(5)]
      [Header("Platforms")]
      public bool addPlatforms = false;
      public GameObject platformsPrefab;
      [Space(5)]
      [Header("Settings")]
      public float delay = 3;
      public int stairsNumber = 5;
      public Vector3 stairsStartPosition;
      public Vector3 stairSize;
      public Vector3 stairsSize;
      public float stepWidthFactor = 1f;

      private Vector3 stairsPosition;
      private GameObject stairsParent;

      // Use this for initialization
      void Start()
      {
      stairsParent = new GameObject();
      stairsParent.name = "Stairs";
      stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;
      StartCoroutine(BuildStairs());
      }

      // Update is called once per frame
      void Update()
      {

      }

      private IEnumerator BuildStairs()
      {
      for (int i = 1; i <= stairsNumber; i++)
      {

      stairsPosition = new Vector3(
      stairsStartPosition.x,
      stairsStartPosition.y + (i * stairsSize.y),
      stairsStartPosition.z + (i * stairsSize.y) * stepWidthFactor);

      GameObject stair = Instantiate(
      stairsPrefab,
      stairsPosition,
      Quaternion.identity);

      stair.tag = "Stair";
      stair.transform.parent = stairsParent.transform;
      stair.transform.localScale = stairSize;

      yield return new WaitForSeconds(delay);
      }

      stairsParent.AddComponent<MoveObjects>().Init();
      }
      }


      Now on the second script the "Stairs" I want to be a child of each stairs unit:
      For example under Stairs 0 should be Stairs. Then under Stairs 1 there should be also Stairs and also under Stairs 2 and Stairs 3 and Stairs 4.



      But the way I tried to do it:



      stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;


      Don't put each Stairs under Stairs 0,1,2,3,4










      share|improve this question














      In the first script:



      using System.Collections;
      using System.Collections.Generic;
      using UnityEngine;

      public class GenerateStairsUnits : MonoBehaviour
      {
      [Header("Stairs Units Prefab")]
      public GameObject stairsUnitsPrefab;
      [Space(5)]
      [Header("Settings")]
      [Range(1, 20)]
      public int numberOfUnits = 1;
      public static GameObject Unit;

      private int oldNumberOfUnits = 0;

      // Use this for initialization
      void Start ()
      {
      oldNumberOfUnits = numberOfUnits;

      var unitsParent = GameObject.Find("Stairs Units");
      for (int i = 0; i < numberOfUnits; i++)
      {
      Unit = Instantiate(stairsUnitsPrefab, unitsParent.transform);
      Unit.name = "Stairs " + i.ToString();
      }
      }

      // Update is called once per frame
      void Update ()
      {

      }
      }


      So now under Stairs Units I have for example 5 Stairs (Stairs 0 , Stairs 1, Stairs 2, Stairs 3, Stairs 4) that are a copy of this script:



      using System.Collections;
      using System.Collections.Generic;
      using System.Threading;
      using UnityEngine;

      public class GenerateStairs : MonoBehaviour
      {
      [Header("Stairs Prefb")]
      public GameObject stairsPrefab;
      [Space(5)]
      [Header("Platforms")]
      public bool addPlatforms = false;
      public GameObject platformsPrefab;
      [Space(5)]
      [Header("Settings")]
      public float delay = 3;
      public int stairsNumber = 5;
      public Vector3 stairsStartPosition;
      public Vector3 stairSize;
      public Vector3 stairsSize;
      public float stepWidthFactor = 1f;

      private Vector3 stairsPosition;
      private GameObject stairsParent;

      // Use this for initialization
      void Start()
      {
      stairsParent = new GameObject();
      stairsParent.name = "Stairs";
      stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;
      StartCoroutine(BuildStairs());
      }

      // Update is called once per frame
      void Update()
      {

      }

      private IEnumerator BuildStairs()
      {
      for (int i = 1; i <= stairsNumber; i++)
      {

      stairsPosition = new Vector3(
      stairsStartPosition.x,
      stairsStartPosition.y + (i * stairsSize.y),
      stairsStartPosition.z + (i * stairsSize.y) * stepWidthFactor);

      GameObject stair = Instantiate(
      stairsPrefab,
      stairsPosition,
      Quaternion.identity);

      stair.tag = "Stair";
      stair.transform.parent = stairsParent.transform;
      stair.transform.localScale = stairSize;

      yield return new WaitForSeconds(delay);
      }

      stairsParent.AddComponent<MoveObjects>().Init();
      }
      }


      Now on the second script the "Stairs" I want to be a child of each stairs unit:
      For example under Stairs 0 should be Stairs. Then under Stairs 1 there should be also Stairs and also under Stairs 2 and Stairs 3 and Stairs 4.



      But the way I tried to do it:



      stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;


      Don't put each Stairs under Stairs 0,1,2,3,4







      c# unity3d






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 19 '18 at 22:47









      Benzi AvrumiBenzi Avrumi

      39110




      39110
























          1 Answer
          1






          active

          oldest

          votes


















          1














          So what I can see is your instantiating 5 Stairs each containing the class that instantiates more stairs. In other words Stairs# is the transform the other stairs need to transform to. Your setting the other stairs currently to Stairs Unit all you need to do is the Stair# transform without .parent. Also in start remove. A quick mock up Stairs Unit/Stair# <--- transform.parent would set the other stairs to Stairs Unit what I think you are after is Stairs Unit/Stairs#/more stairs, hope that helps with the small visual.



          stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;


          then



          private IEnumerator BuildStairs()
          {
          for (int i = 1; i <= stairsNumber; i++)
          {

          stairsPosition = new Vector3(
          stairsStartPosition.x,
          stairsStartPosition.y + (i * stairsSize.y),
          stairsStartPosition.z + (i * stairsSize.y) * stepWidthFactor);

          GameObject stair = Instantiate(
          stairsPrefab,
          stairsPosition,
          Quaternion.identity);

          stair.tag = "Stair";
          stair.SetParent(transform);//just use this transform I believe this would be Stairs#
          stair.transform.localScale = stairSize;

          yield return new WaitForSeconds(delay);
          }

          stairsParent.AddComponent<MoveObjects>().Init();
          }





          share|improve this answer

























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            1 Answer
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            active

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            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            1














            So what I can see is your instantiating 5 Stairs each containing the class that instantiates more stairs. In other words Stairs# is the transform the other stairs need to transform to. Your setting the other stairs currently to Stairs Unit all you need to do is the Stair# transform without .parent. Also in start remove. A quick mock up Stairs Unit/Stair# <--- transform.parent would set the other stairs to Stairs Unit what I think you are after is Stairs Unit/Stairs#/more stairs, hope that helps with the small visual.



            stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;


            then



            private IEnumerator BuildStairs()
            {
            for (int i = 1; i <= stairsNumber; i++)
            {

            stairsPosition = new Vector3(
            stairsStartPosition.x,
            stairsStartPosition.y + (i * stairsSize.y),
            stairsStartPosition.z + (i * stairsSize.y) * stepWidthFactor);

            GameObject stair = Instantiate(
            stairsPrefab,
            stairsPosition,
            Quaternion.identity);

            stair.tag = "Stair";
            stair.SetParent(transform);//just use this transform I believe this would be Stairs#
            stair.transform.localScale = stairSize;

            yield return new WaitForSeconds(delay);
            }

            stairsParent.AddComponent<MoveObjects>().Init();
            }





            share|improve this answer






























              1














              So what I can see is your instantiating 5 Stairs each containing the class that instantiates more stairs. In other words Stairs# is the transform the other stairs need to transform to. Your setting the other stairs currently to Stairs Unit all you need to do is the Stair# transform without .parent. Also in start remove. A quick mock up Stairs Unit/Stair# <--- transform.parent would set the other stairs to Stairs Unit what I think you are after is Stairs Unit/Stairs#/more stairs, hope that helps with the small visual.



              stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;


              then



              private IEnumerator BuildStairs()
              {
              for (int i = 1; i <= stairsNumber; i++)
              {

              stairsPosition = new Vector3(
              stairsStartPosition.x,
              stairsStartPosition.y + (i * stairsSize.y),
              stairsStartPosition.z + (i * stairsSize.y) * stepWidthFactor);

              GameObject stair = Instantiate(
              stairsPrefab,
              stairsPosition,
              Quaternion.identity);

              stair.tag = "Stair";
              stair.SetParent(transform);//just use this transform I believe this would be Stairs#
              stair.transform.localScale = stairSize;

              yield return new WaitForSeconds(delay);
              }

              stairsParent.AddComponent<MoveObjects>().Init();
              }





              share|improve this answer




























                1












                1








                1







                So what I can see is your instantiating 5 Stairs each containing the class that instantiates more stairs. In other words Stairs# is the transform the other stairs need to transform to. Your setting the other stairs currently to Stairs Unit all you need to do is the Stair# transform without .parent. Also in start remove. A quick mock up Stairs Unit/Stair# <--- transform.parent would set the other stairs to Stairs Unit what I think you are after is Stairs Unit/Stairs#/more stairs, hope that helps with the small visual.



                stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;


                then



                private IEnumerator BuildStairs()
                {
                for (int i = 1; i <= stairsNumber; i++)
                {

                stairsPosition = new Vector3(
                stairsStartPosition.x,
                stairsStartPosition.y + (i * stairsSize.y),
                stairsStartPosition.z + (i * stairsSize.y) * stepWidthFactor);

                GameObject stair = Instantiate(
                stairsPrefab,
                stairsPosition,
                Quaternion.identity);

                stair.tag = "Stair";
                stair.SetParent(transform);//just use this transform I believe this would be Stairs#
                stair.transform.localScale = stairSize;

                yield return new WaitForSeconds(delay);
                }

                stairsParent.AddComponent<MoveObjects>().Init();
                }





                share|improve this answer















                So what I can see is your instantiating 5 Stairs each containing the class that instantiates more stairs. In other words Stairs# is the transform the other stairs need to transform to. Your setting the other stairs currently to Stairs Unit all you need to do is the Stair# transform without .parent. Also in start remove. A quick mock up Stairs Unit/Stair# <--- transform.parent would set the other stairs to Stairs Unit what I think you are after is Stairs Unit/Stairs#/more stairs, hope that helps with the small visual.



                stairsParent.transform.parent = GenerateStairsUnits.Unit.transform;


                then



                private IEnumerator BuildStairs()
                {
                for (int i = 1; i <= stairsNumber; i++)
                {

                stairsPosition = new Vector3(
                stairsStartPosition.x,
                stairsStartPosition.y + (i * stairsSize.y),
                stairsStartPosition.z + (i * stairsSize.y) * stepWidthFactor);

                GameObject stair = Instantiate(
                stairsPrefab,
                stairsPosition,
                Quaternion.identity);

                stair.tag = "Stair";
                stair.SetParent(transform);//just use this transform I believe this would be Stairs#
                stair.transform.localScale = stairSize;

                yield return new WaitForSeconds(delay);
                }

                stairsParent.AddComponent<MoveObjects>().Init();
                }






                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited Nov 20 '18 at 0:15

























                answered Nov 19 '18 at 23:39









                Levon RavelLevon Ravel

                1805




                1805






























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