Activate children

Okay I have pretty much what I needed done so far, and Now I just need to know what the complete script is to activate or deactivate the children from a game object. If you know please tell me I have only 2 weeks left to get this project DONE!

There's a built-in function in the Unity API to do this for you:

GameObject.SetActiveRecursively

(note, this activates/deactivates the children and the object itself - i.e. not just the children)

I did it that way and it works but my child does’t move anymore.

Here’s a code that disable my additional enemy on start and reactivate it when player has 200 points.

using UnityEngine;
using System.Collections;
 
public class EnemyActivatorController2 : MonoBehaviour {
 
    // Use this for initialization
    void Start () {
        GameObject ActiveEnemy2 = GameObject.Find ("EnemyActivator2");
        foreach (Transform child in ActiveEnemy2.transform) {
                        child.gameObject.SetActive (false);
                }
 
 
    }
 
    // Update is called once per frame
    void Update () {
        if (PlayerController.Points == 200) {
            GameObject ActiveEnemy2 = GameObject.Find ("EnemyActivator2");
            foreach (Transform child in ActiveEnemy2.transform) {
                child.gameObject.SetActive (true);
            } 
        }
 
    }
}

It working but my additional enemy spawn and doesn’t move anymore.

Here is enemy script:

using UnityEngine;
using System.Collections;

public class EnemyController2 : MonoBehaviour {

public float speed = -1;
private Transform spawnPoint;

// Use this for initialization
void Start () {
    spawnPoint = GameObject.Find("SpawnPoint").transform;
    rigidbody2D.velocity = new Vector2 (speed, 0);



}

// Update is called once per frame
void Update () {

}

void OnBecameInvisible()
{
    if (Camera.main == null)
                    return;

    float yMax = Camera.main.orthographicSize - 0.5f;
    transform.position = new Vector3( spawnPoint.position.x,
                                     Random.Range (-yMax, yMax),
                                     transform.position.z );
}

}

Any ide how to make he move again?