gameObject.SetActive isn't working

I am trying to make a door that opens and closes but when you press E on it the intText sets to false but nothing happens to the door_closed and door_opened. The code looks fine to me so why isnt it working? The script is on the parent of door_closed and door_opened.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Door : MonoBehaviour
{
    public GameObject door_closed, door_opened, intText, lockedtext;
    public AudioSource open, close;
    public bool opened, locked;
    public static bool keyfound;

    private void Start()
    {
        keyfound = false;
        opened = false;
    }

    private void OnTriggerStay(Collider other)
    {
        if(other.CompareTag("MainCamera"))
        {
            if (opened == false)
            {
                if (locked == false)
                {
                    intText.SetActive(true);
                    if (Input.GetKey(KeyCode.E))
                    {
                        door_closed.SetActive(false);
                        door_opened.SetActive(true);
                        intText.SetActive(false);
                        opened = true;
                    }
                }
                if (locked == true)
                {
                    lockedtext.SetActive(true);
                }
            }
            if (opened == true)
            {
                if (locked == false)
                {
                    intText.SetActive(true);
                    if (Input.GetKey(KeyCode.E))
                    {
                        door_closed.SetActive(true);
                        door_opened.SetActive(false);
                        intText.SetActive(false);
                        opened = false;
                    }
                }
                if (locked == true)
                {
                    lockedtext.SetActive(true);
                }
            }
        }
    }

    private void OnTriggerExit(Collider other)
    {
        if(other.CompareTag("MainCamera"))
        {
            intText.SetActive(false);
            lockedtext.SetActive(false);
        }
    }

Here’s how to find out!

You must find a way to get the information you need in order to reason about what the problem is.

What is often happening in these cases is one of the following:

  • the code you think is executing is not actually executing at all
  • the code is executing far EARLIER or LATER than you think
  • the code is executing far LESS OFTEN than you think
  • the code is executing far MORE OFTEN than you think
  • the code is executing on another GameObject than you think it is
  • you’re getting an error or warning and you haven’t noticed it in the console window

To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

Doing this should help you answer these types of questions:

  • is this code even running? which parts are running? how often does it run? what order does it run in?
  • what are the values of the variables involved? Are they initialized? Are the values reasonable?
  • are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

Knowing this information will help you reason about the behavior you are seeing.

If your problem would benefit from in-scene or in-game visualization, Debug.DrawRay() or Debug.DrawLine() can help you visualize things like rays (used in raycasting) or distances.

You can also call Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene manually, looking for all the parts, where they are, what scripts are on them, etc.

You can also call GameObject.CreatePrimitive() to emplace debug-marker-ish objects in the scene at runtime.

You could also just display various important quantities in UI Text elements to watch them change as you play the game.

If you are running a mobile device you can also view the console output. Google for how on your particular mobile target, such as this answer or iOS: https://discussions.unity.com/t/700551 or this answer for Android: https://discussions.unity.com/t/699654

Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

Here’s an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

https://discussions.unity.com/t/839300/3

i have checked and the code is running, but the setActive(true) and (false) arent working at all, while the other parts around those are working

Is it not just because your if statements are not exclusive (so therefore both will run):
if (opened == false) .....
and then later you do:
if (opened == true) ....
So by pressing E on a closed door (which is not locked) it runs through sets all the things active and inactive and opens the door, and then it checks if the door is opened (which it is because you set it to be), and as the E key was pressed this frame it then runs through and sets the things active and inactive and closes the door?

Try changing line 40 to be else if (opened) and see if that works.