Issue with activating and deactivating objects

Pretty quick question here…

Every time I set active to false on an object I have, it seems to act all squirrely when it is turned back on. Anyone know what could cause this? I look at the variables that are used in scripts, and they don’t seem to change in the base or children objects when everything is set back to active. Could it just have something to do with the meshes themselves? I have variables that hold the rigid bodies, materials, and other things of children within the base object.

Thanks in advance,
Austin

If you set active to false, you are not turning off all the children, just the gameObject that you set active on.

Therefore, there might still be some script activity going on in the children…

If you want to turn the whole stack off, use SetActiveRecursively(true/false).