Legacy Documentation: Version 2018.2 (Go to current version)
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
public void SetActive(bool value);

Parameters

valueActivate or deactivate the object.

Description

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.

Another c# example:

// 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); } } }

Did you find this page useful? Please give it a rating: