So basically I am trying to add a bunch of children to a GameObject. The parent GameObject is called SnakeHead
while all the other GameObjects are called SnakeBodyParts
public class GameController : MonoBehaviour {
public GameObject snakeHead;
public GameObject snakeBodyPart;
public List<GameObject> snakeBodyParts;
void Start() {
snakeBodyParts = new List<GameObject>();
Instantiate<GameObject>(snakeHead);
for (int i = 0; i < 4; i++)
{
var newObj = Instantiate<GameObject>(snakeBodyPart);
newObj.transform.position = new Vector3(snakeHead.transform.position.x, snakeHead.transform.position.y - (i + 1), 0);
newObj.transform.SetParent(snakeHead.transform);
snakeBodyParts.Add(newObj);
}
}
}
So it looke like snakeHead.transform.childCount;
is 1. Can anyone explain to me this kind of behaviour?
Both SnakeHead
and SnakeBodyPart
are a simple Sphere added as a 3D Object to my project.