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CloseinstanceIDs | Instance IDs of GameObjects to activate or deactive. |
active | The active state to set, where true sets the GameObjects to active and false sets them to inactive. |
Activates or deactivates multiple GameObjects identified by instance ID.
Use SetGameObjectsActive
to activate or deactivate multiple GameObjects as a batch.
using System; using Unity.Collections; using UnityEngine; using UnityEngine.InputSystem;
//Add this script to a GameObject. This example requires the Input System package.
public class DeactivateGOComponent : MonoBehaviour { public GameObject prefab; public int count = 100;
NativeArray<int> m_SpawnedInstanceIDsNative; int[] m_SpawnedInstanceIDs; bool m_SetActive = false; bool m_UseSlowMethod = false; void Start() { m_SpawnedInstanceIDs = new int[count]; //Spawn some prefabs for (int i = 0; i < count; i++) { //Save their instanceID m_SpawnedInstanceIDs[i] = Instantiate(prefab).GetInstanceID(); } //Create native array with instanceIDs m_SpawnedInstanceIDsNative = new NativeArray<int>(m_SpawnedInstanceIDs, Allocator.Persistent); }
void Update() { if (Keyboard.current[Key.A].wasPressedThisFrame) { if (m_UseSlowMethod) { SetActiveSlow(m_SetActive); } else { SetActiveFast(m_SpawnedInstanceIDsNative, m_SetActive); } m_SetActive = !m_SetActive; } } void SetActiveSlow(bool setActive) { foreach(int id in m_SpawnedInstanceIDs) { ((GameObject)Resources.InstanceIDToObject(id)).SetActive(setActive); } } static void SetActiveFast(NativeArray<int> ids, bool setActive) { GameObject.SetGameObjectsActive(ids, setActive); }
void OnDestroy() { m_SpawnedInstanceIDsNative.Dispose(); } }
Additional resources: GameObject.SetActive, GameObject.InstantiateGameObjects.
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