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Question by AcePrince · Nov 01, 2017 at 07:42 PM · c#unity 5script.

How to check If a Component in a GameObject is enabled or disabled

Hi everyone, I've been looking around the internet but I can't seem to find answer to this question. I am trying to use an IF on a Script Component of an GameObject is enabled or disabled.

These code seems to only work for enabling or disabling it

 abc.gameObject.GetComponent<defScript>().enabled = true;
 abc.gameObject.GetComponent<defScript>().enabled = false;

I've tried all these code, none seems to be working

 if (abc.gameObject.GetComponent<defScript>().enabled)
 if (!abc.gameObject.GetComponent<defScript>().enabled)
 if (abc.gameObject.GetComponent<defScript>().enabled = true)
 if (abc.gameObject.GetComponent<defScript>().enabled = false)
 if (abc.gameObject.GetComponent<defScript>().enabled == true)
 if (abc.gameObject.GetComponent<defScript>().enabled == false)
 if (abc.gameObject.GetComponent<defScript>().isActiveAndEnabled)

I would like to emphasize that I am not looking IF the GameObject itself is active/deactivated. So the general solutions wouldn't work.

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avatar image Hellium · Nov 01, 2017 at 08:16 PM 3
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 if (abc.gameObject.GetComponent<defScript>().enabled)
 if (!abc.gameObject.GetComponent<defScript>().enabled)
 if (abc.gameObject.GetComponent<defScript>().enabled == true)
 if (abc.gameObject.GetComponent<defScript>().enabled == false)

Are correct. What problem are you facing ?

avatar image AcePrince · Nov 01, 2017 at 08:34 PM 0
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You're right. if (abc.gameObject.GetComponent().enabled) if (!abc.gameObject.GetComponent().enabled) After more testing, it actually does work. Thank you!

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Answer by StephanCoupland · Jun 16, 2020 at 03:13 PM

I have used the following format to check if a script is enabled on a particular game object:

 if (abc.gameObject.GetComponent<defScript>().isActiveAndEnabled == true)
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