Well, Iām trying to script a live switch between two types of characters, human and monster. Humans and monsters have different rigs, and I have to constantly use for k,v in pairs() do to move parts together to switch between the two in the same Character model.
(Tbh, I really donāt know how to do the switching )
Yet we write games existing out of 50000+ lines of code.
To be honest though, I definitely do not think we need this. You can already achieve this with 3 simple lines of code that do not require any thorough programming knowledge. The fact that ClearAllChildren() exists shouldnāt be used as an argument to request the opposite. As far as I know ClearAllChildren() has been around since before Roblox moved from being a game to a game platform. As a result a lot of legacy features like ClearAllChildren() are still around which wouldnāt be added now if they were to not exist.
ClearAllChildren is kind of an awkward method. One of the only times Iāve tried using it is to clear the workspace, which you canāt do because it errors on Terrain.
No, I donāt think ParentAllChildren is a good idea. Just write a function for it and put it in a utility modulescript.
ClearAllChildren() is extremely useful (to me anyways). I find myself constantly using it to clear run-time ātempā folders (For example, the āMapā folder in my game) without much of a hassle.