For Each Child
Loop through all children of a GameObject, getting each child in turn.
Use this to run actions on each child.

Add actions after this action to run in the loop.
For example, to translate each child by (0, 1, 0):

Parameters
| Parameter | Description |
|---|---|
| Parent | The parent GameObject. |
| Child | Store the current child in a GameObject variable. |
| Current Index | Store the index of the current child. Incremented by one each time through the loop. |
| Reset On Exit State | Reset the loop when exiting the state. Set this to true to restart the loop every time the state is entered. For example, if you're using the loop to find the first match in a list, and you want to check the whole list every time." |
Note
Children are captured when the loop starts, so actions that add or remove children will not affect the loop.
Details
This action lets you automatically step through all the child objects of a parent, one by one. Inside the loop you can run any actions you like on the current child - such as enabling components, changing materials, playing sounds, or sending events.
This is especially useful when:
- You don’t know the number of children ahead of time (e.g., dynamically spawned objects).
- You want to apply the same setup or effect consistently across a group of children.
- You’re building procedural content, like a row of tiles or a particle system made of child GameObjects.