BCE0019: 'enabled' is not a member of 'Object'. (502111)

PauseMenuScript.js

Error at line : “if (pauseFilter) pauseFilter.enabled = true;”

//@script ExecuteInEditMode()
// script from     http://forum.unity3d.com/threads/74127-UnifyCommunity-PauseMenu

#pragma strict
 
var skin:GUISkin;
private var gldepth = -0.5;
private var startTime = 0.1;
var nativeVerticalResolution = 1200.0;
var scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width;
var mat:Material;
private var tris = 0;
private var verts = 0;
private var savedTimeScale:float;
private var pauseFilter;
private var showfps:boolean;
private var showtris:boolean;
private var showvtx:boolean;
private var showfpsgraph:boolean;
var lowFPSColor = Color.red;
var highFPSColor = Color.green;
var lowFPS = 30;
var highFPS = 50;
//var start : GameObject;
var url = "WebPlayer.html";
var statColor:Color = Color.yellow;
var GuiColor:Color = Color.white;

var credits:String[]=[

    "Credits:",

    "armedunity.com",

    "bbb",

    "aaa"] ;

var crediticons:Texture[];

enum Page { None,Main,Options,Credits }

var currentPage:Page;
private var fpsarray:int[];
private var fps:float;

 

function Start() {

    fpsarray = new int[scaledResolutionWidth];
    Time.timeScale = 1.0;
    PauseGame();
}

 

function OnPostRender() {

    if (showfpsgraph  mat != null) {

        GL.PushMatrix ();

        GL.LoadPixelMatrix();

        for (var i = 0; i < mat.passCount; ++i)

        {

            mat.SetPass(i);

            GL.Begin( GL.LINES );

            for (var x=0; x<fpsarray.length; ++x) {

                GL.Vertex3(x,fpsarray[x],gldepth);

            }

        GL.End();

        }

        GL.PopMatrix();
        ScrollFPS();
    }
}

 

function ScrollFPS() {

    for (var x=1; x<fpsarray.length; ++x) {
        fpsarray[x-1]=fpsarray[x];
    }

    if (fps < 1000) {
        fpsarray[fpsarray.length-1] = fps;
    }
}

 

static function IsDashboard() {

    return Application.platform == RuntimePlatform.OSXDashboardPlayer;

}

 

static function IsBrowser() {

    return (Application.platform == RuntimePlatform.WindowsWebPlayer || Application.platform == RuntimePlatform.OSXWebPlayer);

}

 

function LateUpdate () {

    if (showfps || showfpsgraph) {
        FPSUpdate();
    }

    if (Input.GetKeyDown("escape")) {

        switch (currentPage) {

            case Page.None: PauseGame(); break;

            //case Page.Main: UnPauseGame(); break;

            default: currentPage = Page.Main;

        }
    }
}

 

function OnGUI () {

    if (skin != null) {
        GUI.skin = skin;
    }

    //Our GUI is laid out for a 1920 x 1200 pixel display (16:10 aspect). The next line makes sure it rescales nicely to other resolutions.
    GUI.matrix = Matrix4x4.TRS (Vector3(0, 0, 0), Quaternion.identity, Vector3 (Screen.height / nativeVerticalResolution, Screen.height / nativeVerticalResolution, 1)); 

    ShowStatNums();

    if (IsGamePaused()) {
        GUI.color = GuiColor;

        switch (currentPage) {
            case Page.Main: PauseMenu(); break;

            case Page.Options: ShowToolbar(); break;

            case Page.Credits: ShowCredits(); break;
	
        }
    }   
}


private var toolbarInt:int=0;
private var toolbarStrings: String[]= ["Audio","Graphics","Stats","System"];


function ShowToolbar() {

    BeginPage(800,250);
    toolbarInt = GUILayout.Toolbar (toolbarInt, toolbarStrings);

    switch (toolbarInt) {

        case 0: VolumeControl(); break;

        case 3: ShowDevice(); break;

        case 1: Qualities(); QualityControl(); break;

        case 2: StatControl(); break;
    }
    EndPage();
}

 

function ShowCredits() {

    BeginPage(600,600);

    for (var credit in credits) {
        GUILayout.Label(credit);
    }

    for (var credit in crediticons) {
        GUILayout.Label(credit);
    }

    EndPage();
}

 

function ShowBackButton() {

    if (GUI.Button(Rect(10,10,150,80),"Back")) {
        currentPage = Page.Main;
    }
}

 

 

function ShowDevice() {
	
    GUILayout.Label ("Unity player version "+Application.unityVersion);

    GUILayout.Label("Graphics: "+SystemInfo.graphicsDeviceName+" "+

    SystemInfo.graphicsMemorySize+"MB    "+

    SystemInfo.graphicsDeviceVersion+"   "+

    SystemInfo.graphicsDeviceVendor);

    GUILayout.Label("Shadows: "+SystemInfo.supportsShadows);

    GUILayout.Label("Image Effects: "+SystemInfo.supportsImageEffects);

    GUILayout.Label("Render Textures: "+SystemInfo.supportsRenderTextures);
	

}

 

function Qualities() {

    switch (QualitySettings.currentLevel) {

        case QualityLevel.Fastest:

        GUILayout.Label("Fastest");

        break;

        case QualityLevel.Fast:

        GUILayout.Label("Fast");

        break;

        case QualityLevel.Simple:

        GUILayout.Label("Simple");

        break;

        case QualityLevel.Good:

        GUILayout.Label("Good");

        break;

        case QualityLevel.Beautiful:

        GUILayout.Label("Beautiful");

        break;

        case QualityLevel.Fantastic:

        GUILayout.Label("Fantastic");

        break;
    }
}

 

function QualityControl() {

    GUILayout.BeginHorizontal();

    if (GUILayout.Button("Decrease")) {
        QualitySettings.DecreaseLevel();
    }

    if (GUILayout.Button("Increase")) {
        QualitySettings.IncreaseLevel();
    }
    GUILayout.EndHorizontal();
}

function VolumeControl() {

    GUILayout.Label("Volume");
    AudioListener.volume = GUILayout.HorizontalSlider(AudioListener.volume,0.0,1.0);
}

function StatControl() {

    GUILayout.BeginHorizontal();
    showfps = GUILayout.Toggle(showfps,"FPS");
    showtris = GUILayout.Toggle(showtris,"Triangles");
    showvtx = GUILayout.Toggle(showvtx,"Vertices");
    showfpsgraph = GUILayout.Toggle(showfpsgraph,"FPS Graph");
    GUILayout.EndHorizontal();
}

function FPSUpdate() {

    var delta = Time.smoothDeltaTime;
    if (!IsGamePaused()  delta !=0.0) {
        fps = 1 / delta;
    }
}

function ShowStatNums() {

    GUILayout.BeginArea(Rect(scaledResolutionWidth-200,20,scaledResolutionWidth/4,nativeVerticalResolution/4));

    if (showfps) {
        var fpsString= fps.ToString ("#,##0 fps");
        GUI.color = Color.Lerp(lowFPSColor, highFPSColor,(fps-lowFPS)/(highFPS-lowFPS));
        GUILayout.Label (fpsString);
    }

    if (showtris || showvtx) {
        GetObjectStats();
        GUI.color = statColor;
    }

    if (showtris) {
        GUILayout.Label (tris+"tri");
    }
    if (showvtx) {
        GUILayout.Label (verts+"vtx");
    }
    GUILayout.EndArea();
}

 

function BeginPage(width : int, height : int) {
    scaledResolutionWidth = nativeVerticalResolution / Screen.height * Screen.width;
    GUILayout.BeginArea(Rect(scaledResolutionWidth/2 - (width/2), nativeVerticalResolution/2 - (height/2),width,height));
}

 

function EndPage() {

    GUILayout.EndArea();
    if (currentPage != Page.Main) {
        ShowBackButton();
    }
}

 

/*function IsBeginning() {

    return Time.time < startTime;

}*/

 

 

function PauseMenu() {

    BeginPage(500,300);
	
    if (GUILayout.Button ("Continue")) {
        UnPauseGame();
    }

    if (GUILayout.Button ("Options")) {
        currentPage = Page.Options;
    }

    if (GUILayout.Button ("Credits")) {
        currentPage = Page.Credits;
    }

    if (IsBrowser()  GUILayout.Button ("Restart")) {
        Application.OpenURL(url);
    }

    EndPage();
}

 

function GetObjectStats() {

    verts = 0;
    tris = 0;
    var ob = FindObjectsOfType(GameObject);
    for (var obj in ob) {
        GetObjectStats(obj);

    }
}

 

function GetObjectStats (object : GameObject) {

    var filters = object.GetComponentsInChildren.<MeshFilter>();
    for( var f : MeshFilter in filters ){
        tris += f.sharedMesh.triangles.Length/3;
		verts += f.sharedMesh.vertexCount;
    }
}

 

function PauseGame() {

    savedTimeScale = Time.timeScale;

    Time.timeScale = 0;

    AudioListener.pause = true;

    if (pauseFilter) pauseFilter.enabled = true;

    currentPage = Page.Main;
	
	transform.position = new Vector3(0, 1, 0);
	Screen.lockCursor = false;
}

 

function UnPauseGame() {

    Time.timeScale = savedTimeScale;

    AudioListener.pause = false;

    if (pauseFilter) pauseFilter.enabled = false;

    currentPage = Page.None;

	transform.position = Vector3.zero;
	Screen.lockCursor = true;
}

 

function IsGamePaused() {
    return Time.timeScale == 0;
}

 

function OnApplicationPause(pause:boolean) {

    if (IsGamePaused()) {
        AudioListener.pause = true;
    }
}

it would seem this is pulled from the unity wiki: http://wiki.unity3d.com/index.php?title=PauseMenu

guess something is out of date?

http://docs.unity3d.com/Documentation/ScriptReference/GameObject.SetActive.html

the “enabled” property is deprecated in current versions of unity. try using the SetActive method to switch between active states as needed.
hope this helps

The answer is type casting it which im trying

What even is pauseFilter? Or more specifically, were do you assign it? I see its a private variable, and nowhere in your code do i see it assigned to anything…

pauseFilter is probably effect to another script that used it anyway I can assure thats not the problem because here I had to type casting somewhere on the line:

function PauseGame() {

savedTimeScale = Time.timeScale;

Time.timeScale = 0;

AudioListener.pause = true;

if (pauseFilter) pauseFilter.enabled = true;

currentPage = Page.Main;

transform.position = new Vector3(0, 1, 0);
Screen.lockCursor = false;
}

It’s not deprecated. You’re thinking of “active”, which only applies to GameObjects anyway, not components.

–Eric