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SetActive() not working
I have the below code: using UnityEngine; using System.Collections;
public class ActiveSetter : Photon.MonoBehaviour {
public GameObject PlayerCamera;
public UnityStandardAssets.Characters.FirstPerson.FirstPersonController script;
public CharacterController CharController;
public HealthManagerCS HealthManager;
public BuilderScriptCS BuilderScript;
// Use this for initialization
void Start () {
if(!photonView.isMine){
PlayerCamera.SetActive(false);
script.enabled = false;
CharController.enabled = false;
HealthManager.enabled = false;
BuilderScript.enabled = false;
}
else{
PlayerCamera.SetActive(true);
script.enabled = true;
CharController.enabled = true;
HealthManager.enabled = true;
BuilderScript.enabled = true;
}
}
// Update is called once per frame
void Update () {
}
}
This basically disables the camera and everything but the mesh collider and renderer for the character prefab. This way, in multiplayer, you can only control your own character. However, it doesn't seem to be working. It was working fine, then all of a sudden it stopped working. Yes, I've assigned all the proper variables in the inspector, but I'm not sure why it's not deactivating it. What am I doing wrong? Thanks in advanced!
Try putting a debug statement just before the SetActive statement, to make sure that this block of code is entered.
if(!photonView.is$$anonymous$$ine){
Debug.Log("photonView.is$$anonymous$$ine is FALSE");
PlayerCamera.SetActive(false);
script.enabled = false;
CharController.enabled = false;
Health$$anonymous$$anager.enabled = false;
BuilderScript.enabled = false;
}
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