value | Activate or deactivation the object. |
Activates/Deactivates the GameObject.
Note that 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
can be checked using GameObject.activeSelf. This state will then be used once all parents are
active.
Making a GameObject inactive will disable every component, turning off any attached renderers,
colliders, rigidbodies, scripts, etc... Any scripts that you have attached to the GameObject
will no longer have Update()
called, for example.
See Also: GameObject.activeSelf, GameObject.activeInHierarchy.
// Deactivates the game object. gameObject.SetActive (false);
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Example() { gameObject.SetActive(false); } }
Another c# example:
no example available in JavaScript
// Activate and deactivate a GameObject. // The GUI function implements two buttons. These buttons // toggle the attached GameObject. // Note that this script needs to be attached to a // GameObject that isn't disabled.
using UnityEngine;
public class Buttons : MonoBehaviour {
public GameObject GO;
void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 30), "Enable")) { Debug.Log("Enable: " + GO.name); GO.SetActive(true); } if (GUI.Button(new Rect(10, 50, 100, 30), "Disable")) { Debug.Log("Disable: " + GO.name); GO.SetActive(false); } } }