SetActive









How do I use Set Active
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: OnClickDisableObj.cs Copy
7  void OnClick() {
8      this.gameObject.SetActive(false);
9  }
File name: GUICustomAuth.cs Copy
46     public void SetStateAuthInput()
47     {
48         RootOf3dButtons.SetActive(false);
49         guiState = GuiState.AuthInput;
50     }
File name: GUICustomAuth.cs Copy
52     public void SetStateAuthHelp()
53     {
54         RootOf3dButtons.SetActive(false);
55         guiState = GuiState.AuthHelp;
56     }
File name: GUICustomAuth.cs Copy
58     public void SetStateAuthOrNot()
59     {
60         RootOf3dButtons.SetActive(true);
61         guiState = GuiState.AuthOrNot;
62     }
File name: GUICustomAuth.cs Copy
64     public void SetStateAuthFailed()
65     {
66         RootOf3dButtons.SetActive(false);
67         guiState = GuiState.AuthFailed;
68     }
File name: GUICustomAuth.cs Copy
70     public void ConnectWithNickname()
71     {
72         RootOf3dButtons.SetActive(false);
73
74         PhotonNetwork.AuthValues = null; // null by default but maybe set in a previous session.
75         PhotonNetwork.ConnectUsingSettings("1.0");
76
77         // PhotonNetwork.playerName gets set in GUIFriendFinding
78         // a UserID is not used in this case (no AuthValues set)
79     }
File name: ToHubButton.cs Copy
10  void Start ()
11     {
12         if (ButtonTexture == null)
13         {
14             this.gameObject.SetActive(false);
15             return;
16         }
17      DontDestroyOnLoad(this.gameObject);
18
19  }
File name: MessageOverlay.cs Copy
8     public void Start()
9     {
10         SetActive(true);
11     }
File name: MessageOverlay.cs Copy
13     public void OnJoinedRoom()
14     {
15         SetActive(false);
16     }
File name: MessageOverlay.cs Copy
18     public void OnLeftRoom()
19     {
20         SetActive(true);
21     }

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