colliders are triggering despite setActive(false)

i have a gameobject in my scene im setting to inactive when the colliders hit and a timedelay runs out, for some reason though, with the gameobject set to gameObject.setActive(false) its still triggering the colliders and resetting the timedelay

If you still have code to execute on the GameObject, setting the gameObject to disabled is not what you want. Simply turn the collider on the game to disabled by this.collider.enabled= false;

If that doesn’t work you’ll have to post some of the offending code.

@yokimato thanks for your answer, i used it to find the root of the problem, i had another bit of code incorrectly enabling the gameObject i was marking to disable, so these 2 bits of code were clashing, a strategic If statement fixed it all up :slight_smile: