Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

GameObject.SetActive

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Declaration

public void SetActive(bool value);

Parameters

value The active state to set, where true sets the GameObject to active and false sets it to inactive.

Description

Activates or deactivates the GameObject locally, according to the value of the supplied parameter.

SetActive only sets the local state of the GameObject, represented by the value of GameObject.activeSelf. Changing the value of GameObject.activeSelf has no effect on the value of GameObject.activeInHierarchy if activeInHierarchy is false because of an inactive parent object.

Deactivating a GameObject disables each component, including attached renderers, colliders, rigidbodies, and scripts. For example, Unity will no longer call MonoBehaviour.Update on a script attached to a deactivated GameObject. Deactivating a GameObject also stops all coroutines attached to it.

Note: If the call to SetActive changes the value of GameObject.activeInHierarchy, this triggers MonoBehaviour.OnEnable or MonoBehaviour.OnDisable on all attached MonoBehaviour scripts.

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; } } }