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Question by Mese · Dec 15, 2017 at 10:10 AM · gameobjectonenable

gameObject.activeSelf is false from an OnEnable!

gameObject.activeSelf is false from the OnEnable code.

OnEnable executes BEFORE the object is REALLY active.

T$$anonymous$$s provokes that I'm Unable to Run an Animator.

Version is 2017.1.0p5. The Code is a little more convoluded than t$$anonymous$$s, but here's an example:

 protected virtual void OnEnable()
 {
      panelAnimator.SetBool("active", true); //t$$anonymous$$s is an Animator
 }


Do I really have to create a coroutine that waits one frame, or the end of frame, or wait until active?? Also, it sometimes happens, and sometimes not! It seems really unintuitive and uncontrolled. Shouldnt the gameobject be always active just BEFORE OnEnable??

Is there a cleaner workaround?

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