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Question by The-Game-Master · Jun 25, 2015 at 08:35 PM · scripting problemprefabscript.setactiveactive

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!

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avatar image pako · Jun 25, 2015 at 10:33 PM 0
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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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