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This question was closed Aug 04, 2018 at 07:11 AM by hexagonius for the following reason:

besides "annoying", there's no proper description of the problem.

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Question by Goldenwarr · Aug 04, 2018 at 05:43 AM · scripting problem

GameObject.SetActive(true); Not working please help

please help me its really annoying me

using System; using UnityEngine; using UnityEngine.SceneManagement;

public class GameManag : MonoBehaviour {

 bool gameHasEnded = false;

 public float restartDelay = 3f;

 public GameObject completeLevelUI;

 internal static void CompleteLevel(string v)
 {
   completeLevelUI.SetActive(true);
 }


 public void EndGame ()
 {
     if (gameHasEnded == false)
     {

         gameHasEnded = true;
         Debug.Log("GAME OVER");
         Invoke("Restart", restartDelay);
     }
 }

 void Restart ()
 {
     SceneManager.LoadScene(SceneManager.GetActiveScene().name);
 }
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avatar image Sabre-Runner · Aug 04, 2018 at 06:02 AM 0
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Where are you getting your reference for that object? Remember that deactivated objects don't run any scripts.

avatar image Goldenwarr Sabre-Runner · Aug 04, 2018 at 06:19 AM 0
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the code is linked to a win screen UI so i would need to deactivate so it wouldn't I?

avatar image Shreka · Aug 04, 2018 at 11:55 AM 0
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 using System; 
 using UnityEngine; 
 using UnityEngine.Scene$$anonymous$$anagement;
 
 public class Game$$anonymous$$anag : $$anonymous$$onoBehaviour {
 
  bool gameHasEnded = false;
  public float restartDelay = 3f;
  public GameObject completeLevelUI;=
 
  public void EndGame ()
  {
      if (gameHasEnded == false)
      {
          gameHasEnded = true;
          Debug.Log("GA$$anonymous$$E OVER");
          completeLevelUI.SetActive(true);
          Invoke("Restart", restartDelay);
      }
  }
  void Restart ()
  {
      Scene$$anonymous$$anager.LoadScene(Scene$$anonymous$$anager.GetActiveScene().name);
  }

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