How to have a game object unparent all child objects?

In the game I’m working on, I’d like certain enemies, which are made up of animated parts, to collapse or explode upon death. I figure the simplest way to do this would be to remove the top level of the prefab, which handles animations, stats, and AI, while keeping the children. How might I go about doing this?

Transform.DetachChildren

you could try something like this…


using UnityEngine;
using System.Collections;
        
public class RopeRootSystem :  MonoBehaviour {
        
        
public void BreakApartChain(){

//loop to go through all children and unparent 
for(int i=0;i<=transform.childCount; i++) {
transform.GetChild(1).gameObject.transform.parent = null; }        
  }
        
        
public bool isNeedTobreak; 	//toggle this to trigger a break up loop of children from parent. 
void  Update () {       
        	if (isNeedTobreak == true){   //test if break up is needed


        		BreakApartChain();  //Trigger Child objects to seperate


			isNeedTobreak = false; 	//Untoggle


	}        
    }
 }

Get all of the Transform components in the child objects and set their parent = null