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Advantages of grouping things like interactions, cameras, obstacles, hotspots, etc. in the hierarchy

Does grouping things (interactions, cameras, obstacles, hotspots) together in the hierarchy have real advantages? Or does it make more practical sense to parent these things to the object they affect like an NPC or pickup? I find that when they are not parented it becomes more difficult to move things around in the scene or create prefabs. Thoughts from experience?

Comments

  • If you're referring to the "Organise scene objects" option in the Scene Manager, it's purely down to preference so far as organisation of your Hierarchy goes. It won't affect the way the game behaves at runtime.

    Parenting Interactions to their respective Hotspots instead is a totally valid approach - though you will need to rely on ActionList assets if you wish to prefab game logic. This tutorial covers this topic further.

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