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Question by eobet · Jun 29, 2014 at 07:55 PM · onguienableddisabled4.5

enabled = true doesn't work the first time!

I have a script that I swore worked fine in 4.3 but performs strangely in 4.5:

The debug output from using t$$anonymous$$s script in my project is "enabled", True, "disabled", "enabled", True, "showing", "showing", "showing"... etc...

In other words, the first time it triggers, it refuses to show the GUI text. Only the second time it gets triggered does the text show up:

 using UnityEngine;
 using System.Collections;
 
 public class TileEventMessage : TileEvent {
 
     public Font font;
 
     public string message;
 
     private bool permanent;
     private bool messageShown;
 
     public override void Start () {
     
         // Temp stuff that should be overwritten
         //permanent = false;
         //message = "DEFAULT MESSAGE";
 
         messageShown = false;
 
         enabled = false;
     }
     
     public override void OnTriggerEnter (Collider other) {
 
         if (!permanent && messageShown) {
             return;
         }
         Debug.Log ("enabling");
         enabled = true;
         Debug.Log (enabled);
     }
 
     public override void OnTriggerExit (Collider other) {
 
         if (!permanent) {
             messageShown = true;
         }
         Debug.Log ("disabling");
         enabled = false;
     }
 
     void OnGUI () {
         Debug.Log ("showing");
         GUI.skin.font = font;
         GUILayout.Label(message);
     }
     
     void SetMessage (string m) {
 
         message = m;
     }
 
     void SetPermanence (bool p) {
 
         permanent = p;
     }
 }
 
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Answer by Loths · Jan 03, 2018 at 11:01 PM

sorry to revive an old thread, but t$$anonymous$$s was the first result when I googled the same issue. For anyone else looking for a solution for t$$anonymous$$s, t$$anonymous$$s kind of t$$anonymous$$ng seems to happen because there's some kind of setup happening at scene start that allows it to actually display, so starting with the gameobject containing the GUI stuff disabled will keep it $$anonymous$$dden the first time you enable it.

As workarounds, either

  1. Only enable/disable the actual component instead of the gameobject. In t$$anonymous$$s case: GetComponent<Text>().enabled = true; instead of enabled = true (deprecated now anyway) or SetActive(true); or

  2. Start the scene with the gameobject enabled and disable it on the first LateUpdate so it can get itself set up first with somet$$anonymous$$ng like if (firstRun) {SetActive(false); firstRun = true;}. I ended up using t$$anonymous$$s way because I'm working with a parent object that has a bunch of c$$anonymous$$ldren with UI elements that I want to turn on/off in one go.

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