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Question by fuego_see_money · Mar 07, 2017 at 11:31 AM · gameobjectgameobjectsactivatedeactivate

Cannot deactivate / activate gameobject, even in editor!

Hello,

I have a problem where one of my guns will not deactivate / activate when I switch to it. All of my other weapons will correctly activate / deactivate through my scripts, but just this one weapon refuses to do it!

The weird things is this though: I can't even click on the active checkbox in the editor!

Here is a video showing what happens when I try to deactivate the gameobject -> link to video

I have tried using gameobject.active = false, gameobject.SetActive(false), and also clicking the actual check box in the editor, but to no avail.

Also - I am not using GameObject.Find, or anything like that. The gameobject is referenced through a script, and is not null.

Someone help! Is it because of an animation possibly? Its not a referencing issue, because all my other weapons use the same weapon script and they deactivate / activate just fine. Nothing appears in the console log.

Thanks! -Fuego

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Answer by Bunny83 · Mar 07, 2017 at 11:44 AM

Well, you most likely have a script somewhere that is constantly setting it to active. Yes, it's possible that you have created an animation which constantly setting it to active. However from the information given we can't tell.

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avatar image fuego_see_money · Mar 07, 2017 at 07:36 PM 0
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Thanks for your reply, I thought about that, but I don't think that makes sense though - every single Weapon that I have uses the same Weapon script, and this is the only Weapon that I have run into this issue with - so if it was somewhere in my code, it would be happening to every single Weapon in the game, not just this one.

avatar image Bunny83 fuego_see_money · Mar 07, 2017 at 11:07 PM 0
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Note that i said "a script somewhere". There might be another script that has a reference to your weapon and messing around with it. It doesn't have to be attached to the weapon object.

The easiest way to test this is:

  • create a prefab out of your weapon (if it isn't one yet)

  • create a new empty scene and insert the prefab there,

  • play the scene and see if you can disable it.

If the answer is yes, the problem is in your original scene and not on the weapon itself. As i said for this effect something has to continously setting it to true. So just start up your original scene and disable object by object and always check if you can now disable your weapon.

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