Version: 2021.1
LanguageEnglish
  • C#

GameObject.SetActive

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Declaration

public void SetActive(bool value);

Parameters

value Activate or deactivate the object, where true activates the GameObject and false deactivates the GameObject.

Description

Activates/Deactivates the GameObject, depending on the given true or false value.

A GameObject may be inactive because a parent is not active. In that case, calling SetActive will not activate it, but only set the local state of the GameObject, which you can check using GameObject.activeSelf. Unity can then use this state when all parents become active.

Deactivating a GameObject disables each component, including attached renderers, colliders, rigidbodies, and scripts. For example, Unity will no longer call the Update() method of a script attached to a deactivated GameObject. OnEnable or OnDisable are called as the GameObject received SetActive(true) or SetActive(false).

using UnityEngine;

public class Example : MonoBehaviour { private GameObject[] cubes = new GameObject[10]; public float timer, interval = 2f;

void Start() { Vector3 pos = new Vector3(-5, 0, 0);

for (int i = 0; i < 10; i++) { cubes[i] = GameObject.CreatePrimitive(PrimitiveType.Cube); cubes[i].transform.position = pos; cubes[i].name = "Cube_" + i; pos.x++; } }

void Update() { timer += Time.deltaTime; if (timer >= interval) { for (int i = 0; i < 10; i++) { int randomValue = Random.Range(0, 2); if (randomValue == 0) { cubes[i].SetActive(false); } else cubes[i].SetActive(true); } timer = 0; } } }