From a button to hide/unhide a mesh

I have asked some times ago about that question but did not resolve it yet
it maybe too easy to most of the members but simply I don’t get the api to get that working
so if someboy had an anwser thanks in advance
here is the code
The menus before are working fine

private void ButtonDiamondW_OnClick(object source, ClickEventArgs e)
{

component = GameObject.FindGameObjectsWithTag(“perle_bagu”);

//print(“This is component component[2]” ); // does not work too much red in the debugger

//for(var j=0 ; j<component .length ; j++) {
component [2].active = false;
// does not work either so many entries in the debugger
}

=============================================

You are not getting an answer because your question is vague. I see a few things going wrong here.

  1. using EventArgs did not work for me. For a messenger script I used the one at this link:
  1. to make a button you want to use Unity’s GUI features which you can look for here:

http://unity3d.com/support/documentation/Components/GUI%20Scripting%20Guide.html

  1. To search through the objects in your scene by name, use something like this:
	Transform SearchInScene(string myType)
	{
			// Go through all Objects in scene to find the ones of that name
		GameObject[] GOs =  GameObject.FindObjectsOfType( typeof( GameObject ) ) as GameObject[];
		Transform theOneFound = null;
		foreach ( GameObject GO in GOs )
		{
				if( GO.name == myType)
				{
                theOneFound = GO.transform;
                // Find mesh here and do what you want...
                }
		}
		if(theOneFound) return theOneFound;
		else return null;
	}

Lol :slight_smile:

Can you post the declaration for ‘component’? Also, are you sure the ‘component’ array has at least 3 elements?