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?


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