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Question by crushy · Feb 05, 2013 at 07:39 PM · gameobjectcomponentmonobehaviouractiveenabled

Disabling GameObject doesn't disable components

Simple question. I'm doing t$$anonymous$$s on Unity4:

 conversationCamera.gameObject.SetActive(false);

Where conversationCamera is a custom MonoBehaviour.

T$$anonymous$$s code disables the gameObject that contains said conversationCamera, however all it's other components remains active (still calling update, AudioListener is still working, etc).

I wish to disable all of that GameObject's components. Am I doing somet$$anonymous$$ng wrong?

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avatar image Eric5h5 · Feb 05, 2013 at 07:50 PM 1
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Scripts don't run on inactive objects, so I'd guess that it's being reactivated elsewhere, or possibly not actually set to inactive somehow.

avatar image ragnaros100 · Feb 05, 2013 at 08:02 PM 1
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Maybe something like this? ! Dont use this code.

 Component[] allComponents = gameObject.GetComponents<Component>();
 foreach(Component component in allComponents)
 {
 var currentComponent = component.GetType();
 currentComponent.disable(); //idk...            Debug.Log(currentComponent.GetType());
 }
avatar image whydoidoit · Feb 05, 2013 at 08:06 PM 1
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As Eric mentioned, the components would not be running if the object was actually disabled. Also a component doesn't have a disable() method - it would be component.enabled = false - but this is not necessary.

avatar image ragnaros100 · Feb 05, 2013 at 08:09 PM 1
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To @whydoidoit :

Now I'm getting curious... How excactly do you disable a Component variable? .enable = false; doesnt work with Component...

avatar image whydoidoit · Feb 05, 2013 at 08:11 PM 1
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You're right, it's Behaviour that has that I believe. There's nothing to "enable" in Component, "enable" means allow coroutines and Update functions (collision etc) to execute.

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