Hi all, I have six GameObject that i am spawning. I use the clone method for it. Now at a certain point, the GameObject need to display a countdown button. Every cloned GameObject, needs his own button. I have a countdown button in the scene. I use the following to let the button follow the GameObject, and it works. Code (CSharp): Vector3 btnPos = Camera.main.WorldToScreenPoint(this.transform.position); btn.transform.position = btnPos; The problem is, the one button in the scene, hops over to the clone objects. So, i tried to clone the button the same way i clone the other GameObjects and i try to assign them. But somehow it doesn't show anything. Can somebody help me with this.
Wen you clone it you must assign it it the parent object. Code (CSharp): GameObject _btn = Instantiate(_btnPrefab); _btn.transform.SetParent(_theParent.transform, false);
Exactly what @gaglabs said but you can also do it in a single step to reduce the chance of it being missed, and also to make sure you don't omit the critical second optional boolean argument to .SetParent(): Code (csharp): GameObject _btn = Instantiate<GameObject>(_btnPrefab, _theParent.transform);
guys I'm trying to clone a button and then move it and clone it again and so on... so i can make a grid that i generate through code but how do i clone the button each time i move it and keep the position of witch the button i cloned it from before.