I’m not I understand the point of adding the Spawn At Runtime parent game object (and associated code).
I get that it keeps the hierarchy tidier when the enemy hit effects get instantiated in the scene; however, since these hit effects almost immediately get destroyed as soon as they’re instantiated, the heirarchy never ends up looking that messy anyway…
Can anyone please explain? Is it more of a “It’s just good practice” thing (than a wholly necessary thing)?