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Question by Gumpert · Jan 01, 2013 at 05:34 PM · gameobjectdisableactiveactivate

How to disable gameobjects in code?

Hello there, my friends! I was having a bit of trouble deactivating gameobjects, which really was rather inconvenient! In the Unity scripting reference page, they claimed that this piece of code would deactivate a gameobject as soon as the scene was loaded:

gameObject.SetActive (false);

However, I was rather disappointed when I discovered that the code was completely ineffective! What a shame! Well, I looked all over the place, and simply couldn't find out how to do it! How silly! So if anyone knows how I can create a boolean variable, which controls another different gameobject from being activated, please tell me, it would be greatly appreciated!

Many thanks indeed, and may you all have a jolly spiffing day!

Taliho!

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Fattie
AP54321
KokodokoGames

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avatar image Gumpert · Jan 01, 2013 at 04:35 PM 0
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Also, I forgot to mention - assuming that I fix this problem, would it deactivate the gameobject and its children, or just the object itself?

avatar image Fattie · Jan 01, 2013 at 05:42 PM 0
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Tally ho!

Are you using Unity 3 or the new Unity 4 ?

It's a tad different in each ...

avatar image Graham-Dunnett ♦♦ · Jan 01, 2013 at 05:58 PM 0
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gameObject.SetActive() works for me completely as expected. Want to share your code?

avatar image markzareal · Oct 24, 2014 at 11:39 AM 0
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For some reason gameObject.SetActive works fine for me. Try gameObject.active = false (it is the old way of doing it even though you get a warning saying it is obsolete but just try it anyway) Hope it helps you in someway ;)

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Answer by brimby · Aug 27, 2014 at 05:53 PM

I think things have changed since the original question was asked, because SetActive() works fine for me. And conversely, the enabled property and the function SetActiveRecursively() do not exist on GameObject anymore.

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markzareal
kiwiboys
grigdog
o2Hayden
abhyudayasrinet
kennyliu
PsylentKnight
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avatar image DZapdos · Oct 23, 2014 at 05:10 AM 0
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I have also had the same issue. The enabled property no longer exists and SetActive() should be used instead.

avatar image brimby · Oct 23, 2014 at 04:23 PM 0
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@DZapdos then you should up my answer so people see that the other answers here are out of date.

avatar image DZapdos · Oct 24, 2014 at 10:54 AM 0
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@brimby I tried, but I don't have enough rep

avatar image brimby · Oct 24, 2014 at 04:49 PM 0
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@DZapdos Me too haha. Sad.

avatar image markzareal · Oct 24, 2014 at 10:37 PM 0
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I did it for you guys :D

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Answer by Theacesofspades · Jan 02, 2013 at 01:17 AM

use

 enabled = false;

or

 SetActiveRecursivly (false);
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anthodb

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Answer by Hank Moody · Aug 14, 2014 at 07:30 PM

gameObject.renderer.enabled = false;

Should do it

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Bondjp

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Answer by FirePlantGames · Oct 24, 2014 at 11:43 PM

This should work...

 function Start()
 {
     gameObject.SetActive(false);
 }
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Robby-rEINEWALD

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