title: Item in ScrollView is not seen in Scene, but it shows in hierarchy
body: <p>I am trying to display a list, generated dinamically. I created a prefab with the things I need in it (a TextView, 3 TMP_InputFields and 2 Buttons.)</p>
  <p>To manage the different list items, I created a script (SkillManager, since the items represents skill the player can choose), which I attached to the prefab.<a href="https://i.stack.imgur.com/w7cD1.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/w7cD1.png" alt="Image" /></a></p>
  <p>Then, I add every item (currently I am adding only one for testing purposes) to a List, iterate that list, and add the prefab to the Content of a ScrollView:</p>
  <pre><code>for(int i = 0; i &lt; listaSkills.Count; i++)
      {
          GameObject listItem = Instantiate(SkillPrefab) as GameObject;
          listItem.GetComponent&lt;SkillManager&gt;().skill = listaSkills[i];
          //listItem.transform.SetParent(SkillsContent.transform, false);
          listItem.transform.parent = SkillsContent.transform;
      }
  </code></pre>
  <p>When I run this, no item is seen in the ScrollView, but I can see the SkillItem added to the hierarchy:</p>
  <p><a href="https://i.stack.imgur.com/OqVQd.jpg" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/OqVQd.jpg" alt="Image" /></a></p>
  <p>If I move to Scene tab after playing, I see a square with red lines crossing it:</p>
  <p><a href="https://i.stack.imgur.com/ki4ew.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/ki4ew.png" alt="Image" /></a></p>
  <p>Why is my item not displaying? Why the red cross? How can I populate my ScrollView?</p>
  <p>EDIT:</p>
  <p>This is the code of SkillManager, the script added to SkillPrefab:</p>
  <pre><code>public class SkillManager : MonoBehaviour
  {
  public TMP_InputField toSpend;
  public TMP_InputField rangos;
  public TMP_InputField modificadores;
  public TMP_InputField total;
  public Button plusButton;
  public Button minusButton;
  public TMP_Text nombre;
  public Skill skill;
  private int modificador;
  private int pointsToSpend;
  private int totalPoints;
  
  // Start is called before the first frame update
  void Start()
  {
      print(&quot;Start&quot;);
      if(total!=null)
      total.text = &quot;0&quot;;
      if(modificadores!=null)
      modificadores.text = &quot;0&quot;;
      if (toSpend != null)
      {
          toSpend.GetComponent&lt;TMP_InputField&gt;().text = GetSkillPoints();
          totalPoints = int.Parse(total.GetComponent&lt;TMP_InputField&gt;().text);
          pointsToSpend = int.Parse(toSpend.GetComponent&lt;TMP_InputField&gt;().text);
      }
      else
      {
          GameObject GameObjectToSpend = GameObject.FindGameObjectWithTag(&quot;tospend&quot;);
          toSpend = GameObjectToSpend.GetComponent&lt;TMP_InputField&gt;();
          if (toSpend == null)
          {
              print(&quot;Sigue siendo nulo&quot;);
          }
          else
          {
              toSpend.text= GetSkillPoints();
  
              //totalPoints = int.Parse(total.GetComponent&lt;TMP_InputField&gt;().text);
              if(total!=null)
              totalPoints = int.Parse(total.text);
              if(toSpend!=null)
              pointsToSpend = int.Parse(toSpend.text);
          }
      }
      if (skill != null)
      {
          modificador = GetModificador(skill);
          string sModificador = modificadores.GetComponent&lt;TMP_InputField&gt;().text;
          int iModificador = int.Parse(sModificador);
          modificadores.GetComponent&lt;TMP_InputField&gt;().text = iModificador.ToString();
      }
  
      if (plusButton != null)
      {
          plusButton.onClick.AddListener(PlusButtonClicked);
          minusButton.onClick.AddListener(MinusButtonClicked);
      }
      
  }
  
  private string GetSkillPoints()
  {
      return &quot;1&quot;;
  }
  
  public void MinusButtonClicked()
  {
      string ranks = rangos.GetComponent&lt;TMP_InputField&gt;().text;
      int ranksInt = int.Parse(ranks);
      if (ranksInt &gt; 0)
      {
          int newRank = ranksInt - 1;
          pointsToSpend += 1;
          rangos.GetComponent&lt;TMP_InputField&gt;().text = newRank.ToString();
          toSpend.GetComponent&lt;TMP_InputField&gt;().text = pointsToSpend.ToString();
          total.GetComponent&lt;TMP_InputField&gt;().text = (newRank + modificador).ToString();
          skill.Puntos = newRank;
      }
  }
  
  public void PlusButtonClicked()
  {
      
      string ranks=rangos.GetComponent&lt;TMP_InputField&gt;().text;
      int ranksInt = int.Parse(ranks);
      Character character = Almacen.instance.Character;
      int level = character.CharacterLevel;
      if (ranksInt &lt; level &amp;&amp; pointsToSpend &gt; 0)
      {
          int newRank = ranksInt + 1;
          rangos.GetComponent&lt;TMP_InputField&gt;().text = newRank.ToString();
          pointsToSpend -= 1;
          toSpend.GetComponent&lt;TMP_InputField&gt;().text = pointsToSpend.ToString();
          total.GetComponent&lt;TMP_InputField&gt;().text = (newRank + modificador).ToString();
          skill.Puntos = newRank;
      }
  }
  
  private int GetModificador(Skill skill)
  {
      int retorno=0;
      if (skill.Clasea)
      {
          retorno += 3;
      }
      else
      {
          retorno += 0;
      }
      retorno += GetModificadorCaracteristica();
      return retorno;
  }
  
  private int GetModificadorCaracteristica()
  {
      Utils utils = new Utils();
      int retorno = 0;
      int characteristic=0;
      switch (skill.Caracteristica)
      {
          case &quot;Fue&quot;:
              characteristic = Almacen.instance.Character.EffectiveStr;
              break;
          case &quot;Des&quot;:
              characteristic = Almacen.instance.Character.EffectiveDex;
              break;
          case &quot;Con&quot;:
              characteristic = Almacen.instance.Character.EffectiveCon;
              break;
          case &quot;Int&quot;:
              characteristic = Almacen.instance.Character.EffectiveInt;
              break;
          case &quot;Sab&quot;:
              characteristic = Almacen.instance.Character.EffectiveWis;
              break;
          case &quot;Car&quot;:
              characteristic = Almacen.instance.Character.EffectiveCha;
              break;
  
      }
      retorno = utils.GetCharModifier(characteristic);
      return retorno;
  }
  }
  </code></pre>