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Question by Stealthygolem · Dec 12, 2014 at 06:32 PM · c#gameobjectinstantiatereference

How to SetActive(false/true) on an instantiated object, being a clone?

Hello! I need to find a way to reference an instatiated object, but I am having a hard time finding it out by myself. So, t$$anonymous$$s is my current instantiation code:

         GameObject player1Target;
         player1Target = (Instantiate(player1, new Vector3(spawnPointP1.transform.position.x,
                                                           spawnPointP1.transform.position.y
                                                           ,-0.9f), Quaternion.identity)) as GameObject;

As you can see, it's being spawned as a "GameObject". T$$anonymous$$s is all fine and dandy, but I want to instantiate it and SetActive(false). T$$anonymous$$s is because the first t$$anonymous$$ng that happens after you start the game, you will be thrown into the world map, where you can pick a stage to start in. I want these characters to be SetActive(true) whenever they are thrown into a stage.

How do I reference these instantiated gameObjects intelligently?

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Answer by fafase · Dec 12, 2014 at 06:50 PM

T$$anonymous$$s is fairly trivial:

 GameObject obj = (GameObject)Instantiate(prefab);
 obj.SetActive(false);



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avatar image fafase · Dec 12, 2014 at 06:58 PM 0
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Any error?

avatar image Stealthygolem · Dec 12, 2014 at 07:02 PM 0
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Ok, I just have to have done something wrong earlier. Because I tried this earlier on, but it worked now, for some reason. I'm sorry about that. Thank you for your help, though. Cheers.

avatar image wasicool7 · Aug 01, 2016 at 11:32 AM 0
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Hi, would it be possible for you to convert this to Java. please and thank you :)

avatar image fafase wasicool7 · Aug 01, 2016 at 08:53 PM 0
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  var obj : GameObject = Instantiate(prefab);
  obj.SetActive(false);

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