How can I deactivate a GameObject's Child (Gun) however keep the parent (the player) active?

This is my hierarchy:

Player

>Gun1

>Gun2

This is really annoying, I activate and deactivate guns for my player to use them one at a time, but unity just deactivates my whole player.

the code has a variable set to the specific Gun GameObject, which I drag the prefab into the space…

GameObject primaryGun;

and then I reference it and tell it to deactivate itself in my shoot function…

primaryGun.SetActive(false);

but it ends up with the whole player being deactivated.

Hello there,
try this

primaryGun = Player.FindChild("Gun1");
primaryGun.SetActive(true/false);

Hope this helps!