Hello,
I’m having a bit of a problem switching from Unity 3 to Unity 4 and one of the problems is the removal of the .active and .SetActiveRecursively() and both were merged into a single function, SetActive() which activates the gameobject and all of its children.
There were also added two variables, .activeSelf and .activeInHierarchy, but both are Read Only.
So my question is, is there a simple way to activate only the gameobject and not its children?
I know a way but it’s more complicated than a simple method implemented into the gameobject component… It would be to do a foreach for every children of the object and set those to false but it’s way more complicated and less efficient than a single function.
Thanks.