UNITY - Make a gameobject inactive and active
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty{ height:90px;width:728px;box-sizing:border-box;
}
I have game objects which is button (Called as tiles), when the button is clicked it will be inactive and there's a condition to be tested if the condition is true the button will be destroyed but if its false the button will back to its active status.
My game Manager script (The condition):
public void checkword()
{
wordBuilded = displayer.text.ToString();
if (txtContents.Contains(wordBuilded))
{
Debug.Log(wordBuilded + " Is on the list");
wordScore++;
Debug.Log(wordScore);
}
else
{
Debug.Log("Someting is wrong..");
FindObjectOfType<LetterTiles>().tileStatus();
}
}
On my Button (Tile) script (Script attached to the buttons):
public void letterClick()
{
gameManager.currentWord += letter;
gameObject.SetActive(false);
}
public void tileStatus()
{
gameObject.SetActive(true);
}
c# visual-studio unity3d button
add a comment |
I have game objects which is button (Called as tiles), when the button is clicked it will be inactive and there's a condition to be tested if the condition is true the button will be destroyed but if its false the button will back to its active status.
My game Manager script (The condition):
public void checkword()
{
wordBuilded = displayer.text.ToString();
if (txtContents.Contains(wordBuilded))
{
Debug.Log(wordBuilded + " Is on the list");
wordScore++;
Debug.Log(wordScore);
}
else
{
Debug.Log("Someting is wrong..");
FindObjectOfType<LetterTiles>().tileStatus();
}
}
On my Button (Tile) script (Script attached to the buttons):
public void letterClick()
{
gameManager.currentWord += letter;
gameObject.SetActive(false);
}
public void tileStatus()
{
gameObject.SetActive(true);
}
c# visual-studio unity3d button
you didn't mention what the problem is
– Jimmar
Nov 27 '18 at 0:32
I want the button object to re appear when the condition is false
– Munggo Lloyd
Nov 27 '18 at 0:55
add a comment |
I have game objects which is button (Called as tiles), when the button is clicked it will be inactive and there's a condition to be tested if the condition is true the button will be destroyed but if its false the button will back to its active status.
My game Manager script (The condition):
public void checkword()
{
wordBuilded = displayer.text.ToString();
if (txtContents.Contains(wordBuilded))
{
Debug.Log(wordBuilded + " Is on the list");
wordScore++;
Debug.Log(wordScore);
}
else
{
Debug.Log("Someting is wrong..");
FindObjectOfType<LetterTiles>().tileStatus();
}
}
On my Button (Tile) script (Script attached to the buttons):
public void letterClick()
{
gameManager.currentWord += letter;
gameObject.SetActive(false);
}
public void tileStatus()
{
gameObject.SetActive(true);
}
c# visual-studio unity3d button
I have game objects which is button (Called as tiles), when the button is clicked it will be inactive and there's a condition to be tested if the condition is true the button will be destroyed but if its false the button will back to its active status.
My game Manager script (The condition):
public void checkword()
{
wordBuilded = displayer.text.ToString();
if (txtContents.Contains(wordBuilded))
{
Debug.Log(wordBuilded + " Is on the list");
wordScore++;
Debug.Log(wordScore);
}
else
{
Debug.Log("Someting is wrong..");
FindObjectOfType<LetterTiles>().tileStatus();
}
}
On my Button (Tile) script (Script attached to the buttons):
public void letterClick()
{
gameManager.currentWord += letter;
gameObject.SetActive(false);
}
public void tileStatus()
{
gameObject.SetActive(true);
}
c# visual-studio unity3d button
c# visual-studio unity3d button
asked Nov 26 '18 at 23:59
Munggo LloydMunggo Lloyd
83
83
you didn't mention what the problem is
– Jimmar
Nov 27 '18 at 0:32
I want the button object to re appear when the condition is false
– Munggo Lloyd
Nov 27 '18 at 0:55
add a comment |
you didn't mention what the problem is
– Jimmar
Nov 27 '18 at 0:32
I want the button object to re appear when the condition is false
– Munggo Lloyd
Nov 27 '18 at 0:55
you didn't mention what the problem is
– Jimmar
Nov 27 '18 at 0:32
you didn't mention what the problem is
– Jimmar
Nov 27 '18 at 0:32
I want the button object to re appear when the condition is false
– Munggo Lloyd
Nov 27 '18 at 0:55
I want the button object to re appear when the condition is false
– Munggo Lloyd
Nov 27 '18 at 0:55
add a comment |
1 Answer
1
active
oldest
votes
When an object is deactivated Unity won't find it using FindObjectOfType
.
either keep a local reference to the object [the button] in the game manager before you disable it or hide the button in a different way.
Since you are using a Button, you can use the interactable
property of the button to make it disabled [and if you want it to be hidden then change the disabled color to transparent] like:
gameobject.GetComponent<Button>().interactable = false;
Thanks for your answers but how will I put a local reference of the object if I'm using an array for that object?
– Munggo Lloyd
Nov 27 '18 at 1:28
1
loop through the array and compare with name and place it locally , ofc it can be saved many other ways also .
– LumbusterTick
Nov 27 '18 at 8:06
@MunggoLloyd if you have the objects ready when the game starts, you can find all objects of the typeLetterTiles
and save them in a list. I'd use the interactable trick instead of the deactivating the buttons though. If you still need to deactivate the game object comment again and I'll edit my answer to include a how to sample to do it.
– Jimmar
Nov 27 '18 at 23:45
Hi @Jimmar I fixed it already with using Interactable and changing the color as you said thank you very much for helping me. But I have a new problem maybe you can help me out? stackoverflow.com/questions/53516024/…
– Munggo Lloyd
Nov 28 '18 at 9:27
add a comment |
Your Answer
StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");
StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});
function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});
}
});
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53490875%2funity-make-a-gameobject-inactive-and-active%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
When an object is deactivated Unity won't find it using FindObjectOfType
.
either keep a local reference to the object [the button] in the game manager before you disable it or hide the button in a different way.
Since you are using a Button, you can use the interactable
property of the button to make it disabled [and if you want it to be hidden then change the disabled color to transparent] like:
gameobject.GetComponent<Button>().interactable = false;
Thanks for your answers but how will I put a local reference of the object if I'm using an array for that object?
– Munggo Lloyd
Nov 27 '18 at 1:28
1
loop through the array and compare with name and place it locally , ofc it can be saved many other ways also .
– LumbusterTick
Nov 27 '18 at 8:06
@MunggoLloyd if you have the objects ready when the game starts, you can find all objects of the typeLetterTiles
and save them in a list. I'd use the interactable trick instead of the deactivating the buttons though. If you still need to deactivate the game object comment again and I'll edit my answer to include a how to sample to do it.
– Jimmar
Nov 27 '18 at 23:45
Hi @Jimmar I fixed it already with using Interactable and changing the color as you said thank you very much for helping me. But I have a new problem maybe you can help me out? stackoverflow.com/questions/53516024/…
– Munggo Lloyd
Nov 28 '18 at 9:27
add a comment |
When an object is deactivated Unity won't find it using FindObjectOfType
.
either keep a local reference to the object [the button] in the game manager before you disable it or hide the button in a different way.
Since you are using a Button, you can use the interactable
property of the button to make it disabled [and if you want it to be hidden then change the disabled color to transparent] like:
gameobject.GetComponent<Button>().interactable = false;
Thanks for your answers but how will I put a local reference of the object if I'm using an array for that object?
– Munggo Lloyd
Nov 27 '18 at 1:28
1
loop through the array and compare with name and place it locally , ofc it can be saved many other ways also .
– LumbusterTick
Nov 27 '18 at 8:06
@MunggoLloyd if you have the objects ready when the game starts, you can find all objects of the typeLetterTiles
and save them in a list. I'd use the interactable trick instead of the deactivating the buttons though. If you still need to deactivate the game object comment again and I'll edit my answer to include a how to sample to do it.
– Jimmar
Nov 27 '18 at 23:45
Hi @Jimmar I fixed it already with using Interactable and changing the color as you said thank you very much for helping me. But I have a new problem maybe you can help me out? stackoverflow.com/questions/53516024/…
– Munggo Lloyd
Nov 28 '18 at 9:27
add a comment |
When an object is deactivated Unity won't find it using FindObjectOfType
.
either keep a local reference to the object [the button] in the game manager before you disable it or hide the button in a different way.
Since you are using a Button, you can use the interactable
property of the button to make it disabled [and if you want it to be hidden then change the disabled color to transparent] like:
gameobject.GetComponent<Button>().interactable = false;
When an object is deactivated Unity won't find it using FindObjectOfType
.
either keep a local reference to the object [the button] in the game manager before you disable it or hide the button in a different way.
Since you are using a Button, you can use the interactable
property of the button to make it disabled [and if you want it to be hidden then change the disabled color to transparent] like:
gameobject.GetComponent<Button>().interactable = false;
answered Nov 27 '18 at 1:04
JimmarJimmar
1,63711530
1,63711530
Thanks for your answers but how will I put a local reference of the object if I'm using an array for that object?
– Munggo Lloyd
Nov 27 '18 at 1:28
1
loop through the array and compare with name and place it locally , ofc it can be saved many other ways also .
– LumbusterTick
Nov 27 '18 at 8:06
@MunggoLloyd if you have the objects ready when the game starts, you can find all objects of the typeLetterTiles
and save them in a list. I'd use the interactable trick instead of the deactivating the buttons though. If you still need to deactivate the game object comment again and I'll edit my answer to include a how to sample to do it.
– Jimmar
Nov 27 '18 at 23:45
Hi @Jimmar I fixed it already with using Interactable and changing the color as you said thank you very much for helping me. But I have a new problem maybe you can help me out? stackoverflow.com/questions/53516024/…
– Munggo Lloyd
Nov 28 '18 at 9:27
add a comment |
Thanks for your answers but how will I put a local reference of the object if I'm using an array for that object?
– Munggo Lloyd
Nov 27 '18 at 1:28
1
loop through the array and compare with name and place it locally , ofc it can be saved many other ways also .
– LumbusterTick
Nov 27 '18 at 8:06
@MunggoLloyd if you have the objects ready when the game starts, you can find all objects of the typeLetterTiles
and save them in a list. I'd use the interactable trick instead of the deactivating the buttons though. If you still need to deactivate the game object comment again and I'll edit my answer to include a how to sample to do it.
– Jimmar
Nov 27 '18 at 23:45
Hi @Jimmar I fixed it already with using Interactable and changing the color as you said thank you very much for helping me. But I have a new problem maybe you can help me out? stackoverflow.com/questions/53516024/…
– Munggo Lloyd
Nov 28 '18 at 9:27
Thanks for your answers but how will I put a local reference of the object if I'm using an array for that object?
– Munggo Lloyd
Nov 27 '18 at 1:28
Thanks for your answers but how will I put a local reference of the object if I'm using an array for that object?
– Munggo Lloyd
Nov 27 '18 at 1:28
1
1
loop through the array and compare with name and place it locally , ofc it can be saved many other ways also .
– LumbusterTick
Nov 27 '18 at 8:06
loop through the array and compare with name and place it locally , ofc it can be saved many other ways also .
– LumbusterTick
Nov 27 '18 at 8:06
@MunggoLloyd if you have the objects ready when the game starts, you can find all objects of the type
LetterTiles
and save them in a list. I'd use the interactable trick instead of the deactivating the buttons though. If you still need to deactivate the game object comment again and I'll edit my answer to include a how to sample to do it.– Jimmar
Nov 27 '18 at 23:45
@MunggoLloyd if you have the objects ready when the game starts, you can find all objects of the type
LetterTiles
and save them in a list. I'd use the interactable trick instead of the deactivating the buttons though. If you still need to deactivate the game object comment again and I'll edit my answer to include a how to sample to do it.– Jimmar
Nov 27 '18 at 23:45
Hi @Jimmar I fixed it already with using Interactable and changing the color as you said thank you very much for helping me. But I have a new problem maybe you can help me out? stackoverflow.com/questions/53516024/…
– Munggo Lloyd
Nov 28 '18 at 9:27
Hi @Jimmar I fixed it already with using Interactable and changing the color as you said thank you very much for helping me. But I have a new problem maybe you can help me out? stackoverflow.com/questions/53516024/…
– Munggo Lloyd
Nov 28 '18 at 9:27
add a comment |
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f53490875%2funity-make-a-gameobject-inactive-and-active%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
you didn't mention what the problem is
– Jimmar
Nov 27 '18 at 0:32
I want the button object to re appear when the condition is false
– Munggo Lloyd
Nov 27 '18 at 0:55