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Question by LEGIT_ELITE · Feb 24 at 09:57 AM · scripting problemeditorrenderingunity 2dspriterenderer

Why wont my sprite renderer show when enabled?


I have multiple GameObjects running the same script, each object has a tag that I'm using to reference them individually. I may be misusing this function. For whatever reason when I choose to enable individual sprite renderers it shows in the editor inspector as enabled with the checkmark, but in fact, it does NOT render either in the scene window or the game window. When running in the editor if I click to enable the sprite renderer component it does render and the inspector reflects this correctly. The console window also shows each element showing the correct values.


For the example given I am only trying to make the first circle sprite render.


Here I have the setup for the renderer:

 void Start()
 {
     m_SpriteRenderer = this.GetComponent<SpriteRenderer>();
     m_SpriteRenderer.enabled = true;
 }


Here is my function for enabling and disabling sprites:

 void ActiveCircles ()
 {
     //first circle
     if (m_gameManager.circles == 0)
     {
         if (this.tag == "C2" || this.tag == "C3")
         {
             this.m_SpriteRenderer.enabled = false;
         }
         else if (this.tag == "C1")
         {
             this.m_SpriteRenderer.enabled = true;
         }
     }
     //second circle
     else if (m_gameManager.circles == 1)
     {
         if (this.tag == "C1" || this.tag == "C3")
         {
             this.m_SpriteRenderer.enabled = false;
         }
         else
             this.m_SpriteRenderer.enabled = true;
     }
     //third circle
     else if (m_gameManager.circles == 2)
     {
         if (this.tag == "C1" || this.tag == "C2")
         {
             this.m_SpriteRenderer.enabled = false;
         }
         else
             this.m_SpriteRenderer.enabled = true;
     }
     else
         this.m_SpriteRenderer.enabled = true;
 }


Here is my Update Function:

 void Update ()
 {
     //this.colour = bsBlack.btnVal;
     ActiveCircles();
     switch( this.tag )
     {
         case "C1":
             Debug.Log(this.tag);
             ColourShift();
             Debug.Log("C1 Sprite =" + this.m_SpriteRenderer.enabled);
             break;
         case "C2":
             ColourShift();
             Debug.Log(this.tag);
             Debug.Log("C2 Sprite =" + this.m_SpriteRenderer.enabled);
             break;
         case "C3":
             ColourShift();
             Debug.Log(this.tag);
             Debug.Log("C3 Sprite =" + this.m_SpriteRenderer.enabled);
             break;
     }
 }


Here is before I click on the SpriteRenderer check box while running:

alt text

Here is after I click on the SpriteRenderer check box while running:

alt text


1.png (19.0 kB)
2.png (20.3 kB)
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avatar image Narc0t1CYM · Feb 24 at 04:22 PM 0
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Do you have more than one Sprite Renderers on the same GameObject? If yes, that might be the issue. In that case, move one of the Sprite Renderers into a child GameObject of that GameObject and reference the Sprite Renderer from that child

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