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.
Comment
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!