GameObject specificMenu = null;
GameObject[] Menus = GameObject.FindGameObjectsWithTag("PlayerMenu");
Debug.Log(Menus.Length);
it writes 0 as the menus.Length
This is the Object
Help would be much appreciated, if more info is required please ask for it
Posted in wrong forum section (see Scripting ).
According to the FindGameObjectsWithTag documentation, the object must be active in order to be found:
Returns an array of active GameObjects tagged tag. Returns empty array if no GameObject was found.
There are several solutions for you:
Use direct reference to your menus
For UI you can let the game objects active and only disable the canvas
Use GetComponentInChildren on the parent game object with the includeInactive parameter set at true
…
termway:
Posted in wrong forum section (see Scripting ).
According to the FindGameObjectsWithTag documentation, the object must be active in order to be found:
Returns an array of active GameObjects tagged tag. Returns empty array if no GameObject was found.
There are several solutions for you:
Use direct reference to your menus
For UI you can let the game objects active and only disable the canvas
Use GetComponentInChildren on the parent game object with the includeInactive parameter set at true
…
Thank I will try that
I was unsure of where to post it I didn’t see scripting thanks for pointing it out for me
termway:
Posted in wrong forum section (see Scripting ).
According to the FindGameObjectsWithTag documentation, the object must be active in order to be found:
Returns an array of active GameObjects tagged tag. Returns empty array if no GameObject was found.
There are several solutions for you:
Use direct reference to your menus
For UI you can let the game objects active and only disable the canvas
Use GetComponentInChildren on the parent game object with the includeInactive parameter set at true
…
It seems that the GetComponentsInChildren only works on active items aswell
Almost everything in Unity ONLY ever considers active GameObjects.
It’s all laid out in the docs along with any special considerations, such as the special “will wake stuff up” behaviour of the collision methods.
NOTE: read it carefully, the words really have meaning. There’s a massive difference between inactive GameObjects and disabled Components.
You really will save time by starting from the official documentation on this stuff.