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