可以通过将游戏对象标记为非活动来暂时从场景中移除此对象。要执行此操作,请导航到 Inspector 并取消选中该游戏对象名称旁边的复选框(请参阅下图),或使用脚本中的 activeSelf 属性。
停用父游戏对象时,也会停用其所有子游戏对象。
此停用会覆盖所有子游戏对象上的 activeSelf
设置,因此 Unity 会使父级下的整个层级视图将变为非活动状态。这不会更改子游戏对象上 activeSelf
属性的值,因此重新激活父对象时,子对象将恢复到其原始状态。
注意:这意味着您无法通过读取子游戏对象的 activeSelf 属性来确定其当前在场景中是否处于活动状态,因为即使它是设置为活动的,它的父级之一也可能是设置为非活动的。
如果需要确定它当前在场景中是否处于活动状态,应使用 activeInHierarchy 属性,该属性会考虑其父级状态产生的影响。
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