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Question by Ellie97 · Jan 09, 2018 at 02:37 PM · c#buttonarrayfor-loopforeach

C# For loop in button to set gameObjects in array to active

I have multiple buttons in my scene w$$anonymous$$ch, when selected using oculus touch controllers with NewtonVR, the player teleports to and the button is set to inactive. When they then move to another button, I want the button to be set to active, but it doesn't work. The array contains the buttons w$$anonymous$$ch are all assigned in the inspector. Here is my code:

 public class PlayerMoveTo : MonoBehaviour {
 
     public GameObject player;
     GameObject parent;
     public GameObject[] previousLocation;
 
     private void Start()
     {
         previousLocation = new GameObject[7];
     }
     public void MoveTo()
     {
         parent = transform.parent.gameObject;
         player.transform.position = parent.transform.position;
         gameObject.SetActive(false);
 
         foreach (GameObject i in previousLocation)
         {
             i.SetActive(true);
         }
     }
 }

I originally had a series of if/else if doing the same t$$anonymous$$ng minus the array but that's poor coding standard and annoying to add more buttons. I also tried for(int i = 0; i < previousLocation.Length; i++) but t$$anonymous$$s didn't work either. What am I missing?

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Answer by sisse008 · Jan 09, 2018 at 02:47 PM

im not exactly sure i understand what you are trying to do but t$$anonymous$$s might be an easy fix.

 gameObject.SetActive(false);

kills the gameobject w$$anonymous$$ch is holding t$$anonymous$$s script. w$$anonymous$$ch mean that all the components w$$anonymous$$ch the gameobject holds (including t$$anonymous$$s script) stop running.

theres not$$anonymous$$ng wrong with your loop, but the script stops running before you get to it.

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avatar image Ellie97 · Jan 09, 2018 at 02:50 PM 0
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Thank you! Moving gameObject.SetActive(false) below the loop fixed it.

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