Disabling/Enabling a GameObject When a Button Is Clicked

Hello
I followed the tutorial in this you tube video and it works.

However this relates to one game object.
I now want to add another game object.
Then when I press the button one object should become invisible and the other visible.
If I then press the button again vice versa.
I now have a sphere and a square.
For one game object I have the following code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Visibility : MonoBehaviour
{
public GameObject square;
public GameObject Sphere;

// Start is called before the first frame update
void Start()
{

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

}
public void whenButtonClicked()
{
if (square.activeInHierarchy == true)
square.SetActive(false);
else
square.SetActive(true);
}
}

First, be more careful with your typing, as you already have this error going on:

void Update() has got to be capitalized exactly. It doesn’t matter in this exact case but if you put code in there in the future and expect Unity to run it, it won’t.

You are also playing sloppy-loosey with other capitalization such as your variable names and your button responder method. At least try to be consistent with the tutorial you are doing, as certain mistakes will simply silently fail, like the Update() mistake above.

You have functioning code above for one object. You simply need to replicate that code for the second object.

If you’re not sure how to do this, then perhaps you didn’t get enough out of the tutorial in the first pass, and in that case I recommend going back and applying this simple two-step process:

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.
Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.
Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

Ok, thanks.
I changed the code but now both object go active en deactive at the same time.
And not that one goes deactive and the other comes active

public void WhensquareButtonClicked()
{
if (square.activeInHierarchy == true)
square.SetActive(false);
else
square.SetActive(true);
}
public void WhenSphereButtonClicked()
{
if (Sphere.activeInHierarchy == false)
Sphere.SetActive(true);
else
Sphere.SetActive(false);
}
}

You would want only one button responder script to handle both, most likely.

The logic would be (pseudocode):

if (square is active)
   turn square OFF
   turn sphere ON
else
   turn square ON
   turn sphere OFF

Alternately you can create a bool variable and toggle that instead, then set the activity of the two objects directly based on that bool. This has the added benefit of letting you set the initial state trivially in Start()

How dus that fit into the code?
I get a lot of errors.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Visibility : MonoBehaviour
{
public GameObject square;
public GameObject Sphere;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void WhensquareButtonClicked()
{
if (square is active)
turn square OFF
turn Sphere ON
else
turn square ON
turn Sphere OFF
}
}

This means it is NOT CODE, so delete it from your script.

What I wrote was for you to understand the basic logic and apply it to your program.

I’ll write it in English:

check if the square is active:

if it is, turn it OFF, turn ON the other

else, vice versa.

I am going to do it another way which is better to understand for me and better to follow.

Thanks

I used my own game objects with the code from the video.
This works for me.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DropDownFunction : MonoBehaviour
{
public GameObject Cube;
public GameObject Sphere;
public GameObject Cylinder;
// Start is called before the first frame update
void Start()
{

}
// Update is called once per frame
void Update()
{
}
public void DropDownFunctioning(int value)
{
if (value == 0)
{
Cube.SetActive(false);
Sphere.SetActive(false);
Cylinder.SetActive(false);
}
if (value == 1)
{
Cube.SetActive(true);
Sphere.SetActive(false);
Cylinder.SetActive(false);
}
if (value == 2)
{
Cube.SetActive(false);
Sphere.SetActive(true);
Cylinder.SetActive(false);
}
if (value == 3)
{
Cube.SetActive(false);
Sphere.SetActive(false);
Cylinder.SetActive(true);
}
}
}

Here’s how to post code on the forums: code tags . Please don’t use plain text.

Thanks.