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Question by Phililppikos · Jan 09 at 03:21 AM · setactiveactiveruntime-error

When go.SetActive(false) is used, permanently sets GO to inactive???

I posted earlier today, but the post was taken down so now I can't see the solutions :(. I have created a game object array, and am frequently changing the active state of each index.

  void SlopeLooper()
     {
         if (ActiveCount < 3)
         {
             int tempobj = Random.Range(1, ActivePool.Length);
             while (ActivePool[tempobj].activeSelf)
             {
                 tempobj = Random.Range(1, ActivePool.Length);
             }
             ActivePool[tempobj].SetActive(true);
             ActivePool[tempobj].transform.position = pos;
             ActiveCount++;
             recordOfSlopes++;
             Debug.Log(pos);
         }
         
     }


For some reason though, after the index [N] is changed, it won't let me access the GO and set active. It just cycles through some of them, paused in world coordinates, not doing anything. Is there some special twist to GO.SetActive that I am missing? Can provide more info if needed. Here is the code that sets active state to false.

  if (transform.position.x < -4.7f)
         {
             GameObject.FindGameObjectWithTag("SlopeManager").GetComponent<SlopeActivator>().ActiveCount--;
             gameObject.SetActive(false);
 
         }

FYI each game object is a portion of the game level floor; the game itself is a "mountain climber".

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