As title says. How to run SKAction only on parent only (children not affected by it)?
I have some SKSpriteNodes with children, but I would like to manually control which actions are run on each children and that actions are not inherited from parent
SpriteKit does not work this way. If your children should not be affected by the parent's movement, perhaps you should reconsider making them children.
However, there is a fun workaround: run an action on the children that counteracts the parent's movement. For example, if you run an action on the parent that moves to the left, run an action on all the children that moves them to the right simultaneously.
Related
There are many identical objects, each of which has a child.
The child object must not appear outside of the parent. I do this using SpriteMask, but with this approach, the child object sees within the boundaries of someone else's parent, as in the screenshot
I'm trying to use child actors in the following way: I have my main character with a child Actor, I want that to be the chasis for my ship, this will have some functionality so having it as a BP should work fine. The chasis will also follow the same principle and I want to attach different mods to the chasis but first I want to use the bare chasis inside my character.
However, when I select my chasisBP in the child Actor my character stops moving. This is only when the child Actor is setted. What I had before was just a static mesh and with that I can move freely.
I have one doubt, how to get Child object child. I have one parent Gameobject name bed_1 that parent have four child object in that four child object one child have another 5 child how to get that 5 child!
Detailed Image:
transform.GetChild(3).GetChild(4)
If you do this, I recommend null-checking.
See https://docs.unity3d.com/ScriptReference/Transform.GetChild.html
However, I could recommend you to create a variable:
public Transform TargetChild5;
And then assign the value by dragging the 5th child into the slot in your script (in inspector)
So, i made a simple code in unity that outputs "clicked" when the object is clicked by using this simple code :
private void OnMouseDown()
{
Debug.Log("clicked");
}
it displays the message when clicked, but when the same object is a child of another object it is not clickable and doesn't display the message.
How do i make it clickable when it is a child ?
You should always be aware of the colliders of parented objects. When the collider of your child object is within the collider of the parent object the OnMouseDown trigger will only hit the first collider it (well) collides with.
You need the collider of the child object to be reachable.
You can deativate the collider of the parent object.
You can scale the collider of the child object up.
Or you write your own method, which only checks colliders with a given tag.
Just add a Rigidbody to the parent object (probably in your case you also need to set "Is Kinematic" to true) and make sure child objects have colliders.
I make an empty game object and added sprite render component. Then because of inconsistency sprite renderer and NavmeshAgent I was forced to create one Emptygameobject as child of parent EmptyGameobject then add NavmeshAgent
component.in runtime. I need parent Gameobject follow childgameobject.
I write a class for navmesh move and I attribute it to objects by drag and drop it. look like this :
All the objects in this class are moving.
Following the child object is not done correctly.
that move class called in the following form
why would you want to move the child with the parent following, you can just move the parent. the child will follow and there will be no difference in functionality