Access child objects and rotate from an empty parent object

Hello,
I am new to Unity and trying to learn some logic.
I wish to access all child gameobjects from an empty parent class and rotate them all together

public GameObject F_Array;
void onRotationFunction{
vertices = airElements[0,1,2].GetComponent<MeshFilter>().mesh.vertices;
    for (int ip = 0; ip < vertices.Length; ip++)
        {
            GameObject arrow = Resources.Load("Prefabs/3D arrow") as GameObject;
            arrow.GetComponent<Renderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; // switch off shadows
            Vector3 start =  airElements[0,1,2].transform.position;
            arrow.transform.localScale = new Vector3(1F, 1F, 1F);
            Vector3 centre = airElements[0,1,2].transform.TransformPoint(vertices[ip]);
            Vector3 result = Vector3.Lerp(centre, start, 0.5f);
            Vector3 results = Vector3.Lerp(centre, start, 0.75f);
            F_Array= GameObject.Instantiate(arrow, result, Quaternion.identity);
            F_Array.transform.parent = ForceArrows.transform;

            F_Array = GameObject.Instantiate(arrow, results, Quaternion.identity);
            F_Array.transform.parent = ForceArrows.transform;
        }
}

The goal here is to access all elements from ForceArrows parent class and rotate all children by 180 degrees

If ForceArrows has no visual component, you can just rotate the parent and it will rotate all the children automatically. However, that doesn’t change transform.forward for the individual children since the direction of motion is not the way they are facing.

If you want to be able to move the children, you should do something like this:

using UnityEngine;

public class Temp : MonoBehaviour
{
    private void Start()
    {
        foreach (Transform child in transform)
        {
            child.Rotate(new(0, 180, 0));
        }
    }
}