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5 votes

Parameter "current->parent" is null, don't see why

Found it, thanks to @Mangata. It is a weird bug. My help boxes had default text using [dropcaps] on a single letter, terminated immediately afterward; but the terminator seemed to fail to register ...
Michael Macha's user avatar
5 votes

Looping through children in a foreach loop

By itself, the transform class implements the IEnumerable (with Transform as the generic type) interface, which allows you to use a foreach with a transform as the interable object. You could also use ...
LifGwaethrakindo's user avatar
4 votes
Accepted

Efficiently calculate 2d world position based on parent(s) recursively

The way this is typically handled is with a dirty flag. Each object stores both its current local transformation/bounds, and a net transformation/bounds according to its whole parent hierarchy (eg. a ...
DMGregory's user avatar
  • 141k
4 votes
Accepted

What does the Node2D transform property do?

In games, a "transform" refers to how an object is positioned, oriented, or scaled within the game world. To move an object, to rotate an object, or to squash and stretch an object are all forms of "...
DMGregory's user avatar
  • 141k
3 votes
Accepted

Object scales strangely when setting y rotation after parenting

When you nest objects in the Hierarchy, all the transformations applied to the parent get applied to its children. That means that if a parent has a non-uniform scale applied, its child objects will ...
DMGregory's user avatar
  • 141k
3 votes
Accepted

Is it more efficient to add scripts to each GameObject or to a single parent object?

There is some amount of overhead to invoking each script's Update() and other methods, compared to maintaining a list of objects and updating them all at once from ...
DMGregory's user avatar
  • 141k
3 votes
Accepted

Add picture in the Hierarchy view in Unity

They are hooking into the EditorApplication.hierarchyWindowItemOnGUI event. In their case they are storing a single icon texture within their editor script, and ...
Zhaph - Ben Duguid's user avatar
2 votes

LIBGDX - group as child of an actor?

We don't know which things are containers and what they can contain. But let's assume your world work this way: Empires can contains Kingdoms, but also Cities (which are not contained by any Kingdom ...
Sebastien Servouze's user avatar
2 votes
Accepted

Unity, Detect the last GameObject in the hierarchy of a given list of GameObjects

Here is a script I've made to determine which Transform is the "front most" according to the hierarchy. But be careful, if one of the "candidates" has a higher z ...
Hellium's user avatar
  • 2,949
2 votes
Accepted

When/Where to use Node2d as parent vs Other Node

tl;dr: Use the generic Node2D, Node3D, Control or Node ...
Theraot's user avatar
  • 28.3k
2 votes
Accepted

How to access specific child indices (directly, not using tags or searches)?

Accessing by index is a little fragile, if the structure of your prefab were ever to change. As your object is a prefab, you might consider adding fields to your ...
Joe's user avatar
  • 435
2 votes

Difference between methods - onClick.AddListener and On Click under UI button inspector?

In this particular context there is no good reason to use one over the other. But in general, there are a couple things you might want to consider: Assigning buttons in the inspector requires no ...
Philipp's user avatar
  • 123k
2 votes
Accepted

matrices and nesting hierarchy with game objects

Inheritance of transformation is the main reason we like to use transformation hierarchies in game scenes. If I want to move a car, it's convenient that I can simply move the body/root of the car, ...
DMGregory's user avatar
  • 141k
2 votes
Accepted

Last hole artifact in screen space refection with Hierarchical Z

After some refinements I have found the solution (see picture). The vertical holes were due to the line "return ColorOut" just after the refinemax loop. This line must be removed to let the ...
philB's user avatar
  • 333
1 vote
Accepted

Is there a way to filter/search only the children of a selected gameobject in the hierarchy panel?

Try adding this to your search: path:parentObjName/ There's a cheatsheet with heaps of helpful filters.
stuartb's user avatar
  • 126
1 vote

When/Where to use Node2d as parent vs Other Node

In general, there's not necessarily a right answer for selecting one over the other in Godot. There's probably a measurable typically negligible performance impact to adding an extra layer of ...
Pikalek's user avatar
  • 13.4k
1 vote

Best practice for getting references to specific child objects in Unity

In addition to the methods in the answer by DMGregory I would like to offer a 4th alternative: GetComponentInChildren<SomeDistinctComponent>(). In most cases, ...
Philipp's user avatar
  • 123k
1 vote

Best practice for getting references to specific child objects in Unity

There aren't any testable rules about which object should be referenced If you can't state a rule for the computer to follow, then there's no way to automate this. You will have to manually specify ...
DMGregory's user avatar
  • 141k
1 vote
Accepted

Parent object does not rotate on its own axis with its children. How do I fix it?

When I gave a gizmo to my parent object, I saw that the gizmo wasn't in the center of my parent object. So the character is turning, but instead of rotating on its own axis, it rotates around the ...
gunza's user avatar
  • 13
1 vote
Accepted

Trying to access existing animator SetTrigger does nothing and returns error

As I wrote in the comment, you are loading twice the same animator. While you do assign the correct ones in the inspector, in the code you are reloading the animators in the start method. Therefore in ...
Zibelas's user avatar
  • 5,099
1 vote
Accepted

How can I apply UV mapping in parent space?

I think you're right that the only way to get this is to pass a custom variable each frame: ...
DMGregory's user avatar
  • 141k

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