Instance:ParentAllChildren(parent)

If we already had Instance:ClearAllChildren(), it would be logical to have Instance:ParentAllChildren(parent)

Acts just like

for k,v in pairs(object:GetChildren()) do -- object is the instance :ParentAllChildren is called upon
v.Parent = object2
end

We are are lazy people. It would be nice if Instance:ParentAllChildren() was a thing.

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Why would you ever be doing this? Do you have a use case?

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Well, I’m 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 don’t know how to do the switching :frowning:)

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 shouldn’t 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 wouldn’t be added now if they were to not exist.

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ClearAllChildren is newer than Destroy and locks the parents of the children like Destroy does.

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ClearAllChildren is kind of an awkward method. One of the only times I’ve tried using it is to clear the workspace, which you can’t do because it errors on Terrain.

No, I don’t think ParentAllChildren is a good idea. Just write a function for it and put it in a utility modulescript.

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Hm, based on all of your thoughts on this, I believe now that this will never be added. Should this thread be closed?

ClearAllChildren() is extremely useful (to me anyways). I find myself constantly using it to clear run-time ā€˜temp’ folders (For example, the ā€œMapā€ folder in my game) without much of a hassle.

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