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Question by SUBSONICuk · Oct 31, 2013 at 06:31 PM · javascriptenablepickupitem

Item pickup and activating an item afterwards help

Basically im making an indie horror game, and im a beginner to scripting. I want my player to be close to the pickup and itll say "press 'e'" and i got it all working apart from one thing. My flashlight either stays disabled or stays enabled from the start. Heres my script so far:

 #pragma strict
 var player : Transform;
 var gui : Transform;
 public var target : GameObject;
 function Start () {
     gameObject.SetActive(true);
     gui.guiText.text = "";
     target.active = false;
 
 }
 
 function Update () {
     var dist = Vector3.Distance(player.position, transform.position);
     
     if(dist<2)
         gui.guiText.text = "Press 'E' To Pick Up The Flashlight";
         
     if(dist>2)
         gui.guiText.text = "";
         
     if(Input.GetKeyDown("e") && (dist<2))
         gameObject.SetActive(false);
 }
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Answer by CoreyRB · Oct 31, 2013 at 07:01 PM

I have never done an inventory system before so I might be completely wrong on this, but have you tried using gameObject.SetActiveRecursively instead of gameObject.SetActive ?

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Answer by SUBSONICuk · Oct 31, 2013 at 07:29 PM

i fighured it out now, it turned out I needed

 if(Input.GetKeyDown("e") && (dist<2))
         gameObject.SetActive(false);
     if(Input.GetKeyDown("e") && (dist<2))
         target.active = true;
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