natiny.entity.set_parent
natiny.entity.set_parent(child, parent)
Sets the parent of a node, creating a parent-child hierarchy. The child node's transform becomes relative to its parent.
Parameters
| Name | Type | Description |
|---|---|---|
child |
number |
Child Entity handle |
parent |
number |
Parent entity handle, or 0 to detach |
Example
natiny.entity.set_parent(hand, arm)
Notes
- Reparenting preserves the child's local position, rotation and scale; its world transform therefore changes immediately relative to the new parent.
- Pass
0asparentto detach the child. Its local transform is preserved and becomes its world transform. - Detaching is also what spares a child from its parent's
destroy: everydestroythat owns an entity takes the whole subtree under it with it. - This is how a visual follows something that is not one: parent a model to a rigid body, or a sound source to a model, and the child needs no attention of its own afterwards. A mesh cannot be parented
- it is geometry, with no place in the scene.
- When the parent should be a point rather than a thing - an axle, a mount, a muzzle - make it a pivot: a node with a transform and nothing else.
natiny.entity.get_parentreads the parent back, and answers0for a node at the root.