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Question by Dungeon · Jul 31, 2013 at 05:21 PM · parentchildrendeactivate

How do I deactivate children With Parents?

Hello. I am making a scene to test a movement for mannequins in my horror game. You walk into a trigger and a group of mannequins are deleted and another group are turned "True" to make an illusion that they moved. The problem is that my script only deactivates the parent empty objects and not the children models. Please help.

 #pragma strict
 var MannequinGroup1 : GameObject;
 var MannequinGroup2 : GameObject;
 
 function Start(){
     MannequinGroup1.active = true;
     MannequinGroup2.active = false;
 
 }
 
 function OnTriggerEnter(){
     Destroy(MannequinGroup1);
     MannequinGroup2.active = true;
 
 }
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Answer by perchik · Jul 31, 2013 at 07:09 PM

Try SetActiveRecursively(true). I know that got deprecated in 4.x, so perhaps it works in 3.x

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avatar image perchik · Jul 31, 2013 at 07:14 PM 0
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Apparently, active state was one of the bigger changes between 3.x and 4.x

avatar image Dungeon · Jul 31, 2013 at 07:18 PM 0
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Thank you so much. The script works perfectly ;)

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Answer by jacobschellenberg · Jul 31, 2013 at 05:38 PM

You want to use the .SetActive() method.

 MannequinGroup2.SetActive(false);

Hope this helps :)

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avatar image Dungeon · Jul 31, 2013 at 06:59 PM 0
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Sadly it did not work. I recieved an error message. Assets/HorrorScripts/$$anonymous$$annequinHorror.js(6,25): BCE0019: 'SetActive' is not a member of 'UnityEngine.GameObject'. Did you mean 'active'?

avatar image perchik · Jul 31, 2013 at 07:00 PM 0
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Are you in Unity 3.x or 4.x? SetActive is a member of GameObject

avatar image Dungeon · Jul 31, 2013 at 07:02 PM 0
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Unity 3.x, so, this is compatible with later versions?

avatar image perchik · Jul 31, 2013 at 07:04 PM 0
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I know SetActive works in 4.x, but I'm surprised it doesn't in 3.x

avatar image Dungeon · Jul 31, 2013 at 07:06 PM 0
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Is there any other way?(In the older versions I mean)

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