The ability to parent objects among one another is a versatile feature in Unity3D. So far, in this book, we have seen how hierarchies can be used as a means of associating objects with one another and organizing them into hierarchies. One example of this is the character Prefabs with their child hats we developed for the player Prefab and the racers. In this example, by dragging-and-dropping the hat object onto the player's body, we associated the hat with the object body by putting the child into the parent's coordinate system. After doing this, we saw that the rotations, translations, and scales of the body's transform component were propagated to the hat. In practice, this is how we attach objects to one another in 3D games, that is, by parenting them to different parents and thereby changing their coordinate systems or frames of reference.
Another example of using hierarchies as a data structure was for collections. Examples of this are the splineData
collections...