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Question by anikdem · Oct 26, 2016 at 11:38 PM · gameobjectgunsetactivesetactiverecursively

How can I deactivate a GameObject's Child (Gun) however keep the parent (the player) active?

This is my hierarchy:

Player

>Gun1

>Gun2

This is really annoying, I activate and deactivate guns for my player to use them one at a time, but unity just deactivates my whole player.

the code has a variable set to the specific Gun GameObject, which I drag the prefab into the space...

 GameObject primaryGun;

and then I reference it and tell it to deactivate itself in my shoot function...

 primaryGun.SetActive(false);

but it ends up with the whole player being deactivated.

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Answer by OutOfRam · Oct 27, 2016 at 02:13 AM

Hello there, try this

 primaryGun = Player.FindChild("Gun1");
 primaryGun.SetActive(true/false);

Hope this helps!

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