In my game I created: a SpikesShort, and a SpikesBase that has sine behavior for the spikes to pin to. The SpikesShort are pinned to the base at start of layout. At one point a spikeshort got deleted from its base in the layout, but when i ran the game the spikes appeared, pinned to its base and both moved correctly.
I was trying to find out why and which spikesshort it was (i liked the idea of not having to move and place the spikes exactly to its base if moving the base), but because of the number of spikes and bases it got confusing. So i deleted all of the spikes and bases, except 1, and started over again. Bad idea.
At first I just copied the 1st base then the spikes, but the copied spikes would move in unison with the 1st base. So i cloned the spikes. Problem is, the spikebase(s) wouldn't move. The 1st spikebase struggled to move, as if something is holding it back.
I tried pinning the 2nd spikebase to the 2nd spikesshort, but since the spikeshort doesn't have sine behavior they both wouldn't move.
On 1 layout i have 12 of spikebase(s) and spikesshort(s) that are pinned to one another. I was trying to keep the amount of those objects down.
Is there a better way to implement the amount of spikes and bases on a layout but have them move in unison with their corresponding pin? i.e: not having 12 different bases and their corresponding spikes (24 total) in the projects window.
Sorry about the length of the post, wanted to explain it as best as i could.