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Question by illustir · Jun 18, 2015 at 06:54 PM · gameobjectfindactiveorganization

Organize around inactive GameObjects not being findable

So if you set a GameObject to inactive GameObject.Find can't find it anymore. T$$anonymous$$s is weird and unexpected behaviour.

Seeing as setting objects to inactive is the default and easiest way to not have them be visible or effect the world anymore it is somet$$anonymous$$ng I need to use. What is a way to work with t$$anonymous$$s without having to create local variables for every GameObject that you want to set inactive but in the future want to set active again (since you can't find it otherwise)?

Being able to Find GameObjects is a great way of loose coupling. Having to set and store references to them in your objects is too tight for my taste. So I'm looking for examples of loose organization.

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