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Question by tatoyoda600 · Jul 25, 2019 at 10:57 PM · errorcanvaschildscript errorcomponents

How to disable any type of component?

I have a canvas with multiple game objects and I need to disable all the children of one of them, no matter what type it is (Image, text, or game object). I can't use ".SetActive(false)" because it only works for game objects or ".enabled = false" because that doesn't seem to work for game objects. Is there any way to disable something without it's type mattering?

 GameObject gobj = canvasSpeakers[g].speaker;
             for (int i = 0; i < gobj.transform.childCount; i++)
             {
                 //None of these work
                 gobj.transform.GetChild(i).enabled = false;
                 gobj.transform.GetChild(i).SetActive = false;
             }
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Answer by tatoyoda600 · Jul 26, 2019 at 03:06 AM

This code disables any element whether they are a game object or otherwise

 GameObject gobj = canvasSpeakers[g].speaker;
 for (int i = 0; i < gobj.transform.childCount; i++)
 {
    gobj.transform.GetChild(i).gameObject.SetActive(false);
 }
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Answer by BeanBoy29 · Jul 26, 2019 at 12:17 AM

I think this will wok:

 if (gobj is Component)
 {
 gobj.transform.GetChild(i).enabled = false;
 }
 else if (gobj is GameObject)
 {
 gobj.transform.GetChild(i).SetActive = false;
 }


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avatar image BeanBoy29 · Jul 26, 2019 at 12:19 AM 0
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oh, and rigidbodys cannot be disabled for some reason, so use this to disable them:

 gobj.GetConponet<rigididbody>().is$$anonymous$$inematic = false;


avatar image tatoyoda600 · Jul 26, 2019 at 03:05 AM 0
Share

Thank you for the response, but that code doesn't seem to work. However I did manage to find some code that does do what I was looking for. GameObject gobj = canvasSpeakers[g].speaker; for (int i = 0; i < gobj.transform.childCount; i++) { gobj.transform.GetChild(i).gameObject.SetActive(false); } This code disables any element whether they are a game object or otherwise

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