UI Button IsActiveAndEnabled false even if enabled and Gameobject active,IsActiveAndEnabled false even tho everything is true

Hi I’m having a problem with a UI Button which does not respond to input: debugging I found out it is considered IsActiveAndEnabled = false, but the Behaviour is enabled and the Gameobject is Active (both itself and in Hierarchy).
I have a script attached to the same gameobject as the UI Button, the script is considered IsActiveAndEnabled = true while the button is false (see image below)

What can be the reason I cannot interact with it? Am I missing something?

Thanks for the help!

,Hi everyone, I’m having a problem with a UI Button because it’s Behaviour is considered IsActiveAndEnabled = false.
I have a script that it’s placed on the same gameobject of a UI Button, on the OnEnable my script is considered enabled = true and IsActiveAndEnabled = true, while the Button is considered enabled = true but IsActiveAndEnabled = false (see image below), and therefore I can’t interacti with it.
As far as I know an object is IsActiveAndEnabled if the behaviour is enabled and the gameobject it is sitting on is Active (both itself and in Hierarchy)

What can be the reason it is set as IsActiveAndEnabled = false?
I can’t interact with the button.

Thank you for your help!

I ran into this situation as well. The clue as to what is going wrong comes from the precise wording of the documentation here: Unity - Scripting API: Behaviour.isActiveAndEnabled

Has the Behaviour had active and enabled called?

Therefore, the behaviour can be enabled, and the gameobject active, but isActiveAndEnabled can still be false if OnEnable() hasn’t been called yet. The only time these are distinct concepts has to do with the nuance of script execution order: Unity - Manual: Order of execution for event functions In my case, it was from another script calling enable then immediately calling a second function on the MonoBehaviour.