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Question by imaginethepoet · Sep 03, 2019 at 06:39 AM · gameobject.active

GameObject UI In Scene Will Not Display On ScreenSpace

So I've been at this for hours trying tons of things, and no matter what the UI won't show up. It's an inactive image sitting in a canvas on a Prefab in the scene. When start happens I set it to hide. Then later I need to show it. I've tried everything and it will not show up in the UI. This is for an AR project, so its a bit tricky to test. Maybe you know something I'm not doing right.

I pass a value into theaction. That's all working fine. The piece I can't get to work is TapToBeginUI. I've looked at it several time and it all looks great in the editor. Since it's a tap to see It's a bit tricky to test in Unity.

  public string theaction;
 
 
     public void UIaction(string theaction)
 
     {
 
         switch (theaction)
         {
             case "PauseForDemo":
 
                 //Pause the timeline after scene is placed.
                 Debug.Log("The TimeLine Has Been Paused Waiting For User Input");
                 PlayableDirector playableDirector = AnimatedScenesObject.GetComponent<PlayableDirector>();
 
 
                 playableDirector.Pause();
 
                 Debug.Log("PlayableDirector named " + AnimatedScenesObject.name + " is now paused.");
 
                 Debug.Log("Timeline Should Be Paused");
 
 
 
                 // Need A Better Way To Handles This
                 Debug.Log("Call Show Tap UI For Client");
 
 
                // TapToBeginUI = GameObject.FindGameObjectWithTag("tapui");
                 TapToBeginUI.gameObject.SetActive(true);
 
                 Debug.Log("Tap UI Shown");
                 Debug.Log("Client Taps On UI - And New Method BeginClientDemo Will Be Called NEXT");
 
 
                 break;
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avatar image xxmariofer · Sep 03, 2019 at 06:58 AM 0
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you are only activaring the gameobject so is hard to tell, arent there any errors?

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