Parenting issue: Building and windows (scaling them as a whole entity)

Another question came about after i solved the main [problem][1] . Now i have to change (by code) the XYZ scale of my building (parent) and the windows i placed upon it (children) must change too according to the new scaling of their parent.

I checked here some parenting forum topics,but did not helped me much, cause the answers were for a specific question on parenting that someone had.

I am aware of the transform.parent.localScale but i do not know how to use it in my case.
Here is the code:

function Start () {

//--Main Building Objects-----------------------------------------------------------
 var oHouse = GameObject.CreatePrimitive(PrimitiveType.Cube);
 var oWindow = GameObject.CreatePrimitive(PrimitiveType.Cube);
 
 //----Start oHouse-------------------------------------------
//Random ranges between X, Y coordinates
var RandX = Random.Range(-100,100);
var RandZ = Random.Range(-100,100);

//Scaling the oHouse object
oHouse.transform.localScale.x = 7.0;
oHouse.transform.localScale.y = 12.0;
oHouse.transform.localScale.z = 7.0;

//Positioning the oHouse object
oHouse.transform.position = Vector3(RandX,6.35569,RandZ);
//----End oHouse-------------------------------------------
//----------------Start oWindow-------------------------------------
//Scaling the oWindow object
oWindow.transform.localScale.x =1.1;
oWindow.transform.localScale.y = 1.116753;
oWindow.transform.localScale.z = 1.0;

var wind_X = RandX + 2.82102;
var wind_Y = 11.474193;
var wind_Z = RandZ + 3.014586;

//Positioning the oWindow object
oWindow.transform.position = Vector3(wind_X,wind_Y,wind_Z);

oWindow.transform.renderer.material.color = Color.clear; //transparency

oWindow.transform.parent = oHouse.transform;	  //make oWindow object child to oHouse object, parenting


var aTopWindows = new Array(); // an Array - a collection- for the top windows
var i: int;
var nPosX_TW: float = wind_X - 1.9;

for(i=0; i<=2; i++){
	if(oWindow != null) {//if the object oWindow exists 
		var cloneTopWindows = Instantiate(oWindow, Vector3(nPosX_TW,wind_Y,wind_Z), Quaternion.identity); //make 3 more clones of the oWindow object and place them near to it
		cloneTopWindows.transform.localScale.x =1.1;
		cloneTopWindows.transform.localScale.y = 1.116753;
		cloneTopWindows.transform.localScale.z = 1.0;
		aTopWindows.Add(cloneTopWindows);
		nPosX_TW-=1.9;
		cloneTopWindows.transform.parent = oHouse.transform; //parenting
	} //end if
} //end for
//----------------End oWindow-------------------------------------
} //End  Start()

When i changed the scale coordinates of the oHouse object and play the scene, i saw a tiny box in the place of oHouse Building and the windows’ scale was remained unchanged.
Anyone knows why?
Thanks in advance.
[1]: http://answers.unity3d.com/questions/256544/placing-parallel-window-objects-into-a-building.html

Well you are setting a scale before setting transform.parent - that’s one of those weird things that happen with ordering.

Basically when you set transform.parent it will keep the windows the same WORLD scale as they were before they had a parent. (Their localScale will change!) If you want to set them in proportion set their scaling after the transform.parent = statement.

If you add things to a parent, then scale the parent, the children scale automatically (that’s why it’s localScale).