• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
3
Question by Taran0 · Feb 12, 2010 at 03:14 PM · gameobject

how do i hide an complex 3dModel with its children and grandchildren?

i am trying to make a script that will show a 3dmodel (with all of its children and grandchildren ) and hide the other 2 3dmodels (with their children and grandchildren)

this is how far i have gotten, even though im not really a coder. the code works on unity primitives but not any of my complex environment models.

var object1 : GameObject; var object2 : GameObject; var object3 : GameObject;</p> <pre><code>function Start () { object1.gameObject.active = true; object2.gameObject.active = false; object3.gameObject.active = false; } function Update () { if (Input.GetKeyDown ("x")){ object1.gameObject.active = true; object2.gameObject.active = false; object3.gameObject.active = false; } if (Input.GetKeyDown ("z")){ object1.gameObject.active = false; object2.gameObject.active = true; object3.gameObject.active = false; } if (Input.GetKeyDown ("c")){ object1.gameObject.active = false; object2.gameObject.active = false; object3.gameObject.active = true; }}

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Fattie · Oct 21, 2011 at 05:28 PM 0
Share

Object.SetActiveRecursively is a fantastic tip by LolLevel below - thanks LolLevel!

1 Reply

· Add your reply
  • Sort: 
avatar image
5
Best Answer

Answer by lollevel · Feb 12, 2010 at 06:51 PM

Hello, I have encountered the same problem when I had to enable a FPS controller and then disable it and all its children's to enable a third person controller.

first you could use:

Object.active = false; // (or = true to enable)

but you would need to do that for all the "pieces of the object".

the second alternative would be using:

Object.SetActiveRecursively(true); // (or false to disable)

that would make the code simpler and smaller as well. I made a post in my recently made blog about this.

Blog's Link

Hope it helps :)

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Fattie · Oct 21, 2011 at 05:29 PM 0
Share

Object.SetActiveRecursively is an awesome tip, thanks.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

using Contains(gameObject) to find and destroy a gameObject from a list 2 Answers

GameObject.Find closest ?? 2 Answers

Creating a single-line function for GameObject.Find and GetComponent (for multiple components) 3 Answers

Lags because of GameObjectsFindWithTag(); 8 Answers

AssetBundle loading model is not showing in mobile 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges