New answers tagged gameobject
The only way I could replicate the issue your having is by the "BrickHolder" variable being unassigned. I would make sure that it is assigned in the inspector.
I have personally never used SetParent(). I have always used the parent property, like so: Bricks.transform.parent = BrickHolder; This should be pretty much equivalent though, so I don't expect that is the issue (confirmed in comments already). The difference is that SetParent() allows you to update the child transform in relation to the parent, or not ...
Im pretty sure its possible on professional modeling tools like 3Ds Max or Blender.But it requires skills to make lets say a sword from bunch of blocks
Have you tested if the child objects really are active in game? The behavior has changed from Unity3 when SetActiveRecursively was needed. Since Unity4, setting the parent to inactive should also deactivate the child objects (in game) even though it still shows them as active in the inspector. See the documentation for GameObject.SetActive() Note that a ...
Yes, you can modify the default 3D objects but it's not as simple as you might hope. There are no controls in the editor to modify shapes, if that is what you mean. You can modify the mesh however you want using code though. Although, how to do that is too much to explain here. You will need to investigate the Mesh component and it's functions. Check out ...
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