Gameobjects arent reactivating after setactive(false)

Hi guys i wonder why my gameobjects arent reactivating in the update function.
basically i just want to disable the gameobjects at the start, and after some time i want to re-enable it.

void Start(){
        diffText = GameObject.Find ("Diff_lbl").GetComponent<TextMesh> ();
        timeText = GameObject.Find ("Time_lbl").GetComponent<TextMesh> ();
        astroCountText = GameObject.Find ("Astronaut_lbl").GetComponent<TextMesh> ();
        resumePauseStateText = GameObject.Find ("ResumePause_lbl").GetComponent<TextMesh> ();

        //these gameobjects are grandschildren of the gameobject this script is attached to
        agileMarker = GameObject.Find ("FrameMarkerAgile");
        balancerMarker = GameObject.Find ("FrameMarkerBalancer");
        titanMarker = GameObject.Find ("FrameMarkerTitan");
        agileMarker.SetActive (false);
        balancerMarker.SetActive (false);
        titanMarker.SetActive (false);

    }
   
    // Update is called once per frame
    void Update(){
       
        if (GameManager.instance.isCasual) {
            diffText.text = "Casual";
        } else {
            diffText.text = "Hardcore";
        }

        if(GameManager.instance.isGameStarted) {
            astroCountText.text = GameManager.instance.astronautCount.ToString ();
            agileMarker.SetActive (true);
            seconds = Mathf.Floor(Time.time);
            timeText.text = seconds.ToString ();
            if (seconds >= 10) {
                balancerMarker.SetActive (true);
            }
            if (seconds >= 20) {
                titanMarker.SetActive (true);
            }
        }

        if (Time.timeScale == 0) {
            resumePauseStateText.text = "Resume";
        }
        if (Time.timeScale == 1) {
            resumePauseStateText.text = "Pause";
        }
   
    }

when a gameobject is inactive it cannot be set active through its own script again because it stops being called , plus find wont see an inactive object as far as i remember .

so you have to keep a reference in some manner before switching it inactive , then use the reference .

there are other ways like doing it through a parent or handling inactive states without unity inactive method depending on the need .