Hi, I was wondering if anyone could give me some help:
I have a project, and will have two scenes - a "before" and an "after" world. The "after" world will have lots of different objects that I need to be able to turn on and off via script, because the user will be purchasing changes to the world.
Here's my quick test code, I thought it would work, but the item won't re-enable when I check the box in the inspector's script section.
var onoff : boolean;
function Update () {
if (toggle == true)
gameObject.active = true;
if (toggle == false)
gameObject.active = false;
}
1 Like
whats wrong with my script, the gameobject doesent reappear!!?? var Reflection : GameObject; function Update (){ if(Input.GetButtonDown("Fire2")) { Reflection.active = false; } if(Input.GetButtonUp("Fire2")) { Reflection.active = true; } }
gameObject.active is obsolete. Use gameObject.SetActive() or SetActiveRecursively(). Also as a general rule you should use camelCase for variable names.
You can instantiate a clone from the object which you are going to setActive. And everytime you need to set active, again instantiate a clone. It works.
var onoff : boolean;
var testObject : GameObject;
function Update () {
if (onoff == true)
testObject.active = true;
if (onoff == false)
testObject.active = false;
}
The script works fine when attached to something like the First Person Controller. As testObject I used a sphere. When I attach the script to the same object which I want to disable, I got a small problem..
That is, if you disable the gameObject to which your script is attached, the script won't get called anymore and your re-enabling your onoff variable won't have any effect. Hope that makes sense.
One option I could think of is to parent your objects to an empty game object, attach the script there and simply disable the child. That should do the trick, but there might be more elegant solutions out there.
@Sebas, i'm having the same issue with some children. but i want to enable them after a collision, sense I have them inactive themselves at the start, but I can't find the script to call the child. How would I enable or activate the child from the parent?
GameObject.active is Obsolete in Unity 4,
Rather Use: gameObject.SetActive (false);
Or GameObject.activeSelf, GameObject.activeInHierarchy
@chetanisinanand i have this compile error says: Assets/Main_GUI.js(107,51): BCE0019: 'activeSelf' is not a member of 'UnityEngine.GameObject'. my code is (javascript): GameObject.FindWithTag("House").activeSelf = false; What's wrong with it? Thank you in advance.
I assume you mean the gameobject won't re-enable when you set the script's onoff variable to true in the editor, and that when you referenced "toggle" in your Update function, you really meant to reference onoff.
I think what you are running in to is that when you set gameObject.active = false, Update() no longer gets called every frame, therefore your code to set gameObject.active = true will never run.
If you have a reference to your script object to set the onoff variable (script.onoff = true), could you just access the gameObject directly from there? (script.gameObject.active = true)
when you set gameObject.active = false, Update() no longer gets called every frame, therefore your code to set gameObject.active = true will never run. WTF? That's so stupid and counter intuitive! I just wasted the last 6 hours wondering why! So now what? Can you reference an inactive transform from an active one? How can I reference an object WITHOUT "find" (searching through every object in the game)??? THANKS
you could make a variable for the object ex "var building : Transform;" then in script say building.active = false; or true; or how you had it befor but this script should be attached to something that will never be disabled.
How is that stupid and counterintuative? You turn it of - it no longer runs.. sounds like expected behavior to me. There are tons of alternative to using find. You could even establish the reference before run-time in the inspector.
I had this same issue with a guiTexture since you cannot use the renderer property... my easy fix was to make my GUITexture object a child of an empty game object. So the hierarchy was gui_textureUpdated > gui_texture. I attached my script to the empty game object (gui_textureUpdated) that looked something like this...
var isTextureVisible : boolean;
var someTexture : GUITexture;
function Update()
{
if(isTextureVisible)
someTexture.gameObject.active = true;
else
someTexture.gameObject.active = false;
}
If you are using anything else that does use the renderer property, just use gameObject.enabled instead of .active. This should fix your visibility issues. Hope this helped :)
say, if i have a pause panel and want to show it only when player pressed the pause button, i can pausePanelGameObject.SetActive(false) at Start() and pausePanelGameObject.SetActive(true) when pressed the button.
However, if you untick the gameobject in the inspector you will get error as it will not be loaded so you cannot use SetActive on it.
You need to have a separate game object to handle the object that needs to be enabled/disabled.
whats wrong with my script, the gameobject doesent reappear!!?? var Reflection : GameObject; function Update (){ if(Input.GetButtonDown("Fire2")) { Reflection.active = false; } if(Input.GetButtonUp("Fire2")) { Reflection.active = true; } }
– me2000gameObject.active is obsolete. Use gameObject.SetActive() or SetActiveRecursively(). Also as a general rule you should use camelCase for variable names.
– create3dgamesYou can instantiate a clone from the object which you are going to setActive. And everytime you need to set active, again instantiate a clone. It works.
– choxmi