Instantiating as a child of an object in hierarchy

Hello!I have a problem with instantiating things as childs.Yes,I googled my problem but everywhere i found something like transform.parent = instantiatedObj.This way the transform will be realtive to parent.But in my project(FPS) I instantiate a BulletHole at the hit position of a shooting raycast on an entity that soon will be destroyed so when it gets destroyed bulletholes are still there,in air,so thats why i need them to be a child of that entity so that when i delete entity the childs(BulletHoles) are destroyed too.I see the way too instantiate them as a child of the hit object but if there any other ways to do that please tell me.

You could destroy all the children using the function OnDestroy: http://docs.unity3d.com/ScriptReference/MonoBehaviour.OnDestroy.html and continue using the previous option “transform.parent = instantiatedObj”