Spawning Objects in Unity without the clutter

When making a game, there will always be some GameObject that you want to instantiate at runtime: enemies, power-ups, obstacles. You may notice that after a while, your Hierarchy panel with be full of GameObjects, and you will have a hard time finding something. You should keep your Hierarchy always neat.

What we could do to make our Hierarchy more organize is to make GameObject you instantiating as a child of an empty GameObject.

How to do this?

First, we need to create an empty GameObject and named it for example “Enemies”. Then, in a script that spawns enemies, we need to add a variable called “_enemyContainer”:

We add the “Enemies” GameObject in the Inspector panel.

Create a variable to store the object we just instantiated.

Now, we can set the parent of this GameObject to “_enemyContainer”.


What you need to remember is to keep the depth of the hierarchy to a minimum. You should use a couple of small hierarchies instead of one big hierarchy.


“The reason for minimal hierarchy depth is that Unity transform system has to walk that hierarchy to notify all children when a transform changes.” — Unity

What this means is that if you have one big hierarchy, and one of the GameObject changes, all GameObjects must be notified. But if you have a couple of small hierarchies, only GameObjects that are in the same hierarchy will be notified.