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Question by ryanle1789 · Apr 13, 2019 at 05:40 AM · scripting problemtextscripting beginner

How would I script text to pop up?

How would I make text appear using code by implementing it into make project's script? I want it to say Correct or wrong depending on the situation, can someone help me? Here is my code (it is for a quiz game for a project)

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 using System.Collections.Generic;
 using System.Linq;
 using UnityEngine.SceneManagement;
 
 public class GameManager : MonoBehaviour {
 
     public Question[] questions;
     private static List<Question> unansweredQuestions;
 
     private Question currentQuestion;
 
     [SerializeField]
     private Text factText;
 
     [SerializeField]
     private Text trueAnswerText;
     [SerializeField]
     private Text falseAnswerText;
 
     [SerializeField]
     private Animator animator;
     
     [SerializeField]
     private float timeBetweenQuestions = 5f;
 
     public float speed = 5f;
 
     void Start()
     {
         if (unansweredQuestions == null || unansweredQuestions.Count == 0)
         {
             unansweredQuestions = questions.ToList<Question>();
         }
         SetCurrentQuestion();
 
     }
 
     void SetCurrentQuestion()
     {
         int randomQuestionIndex = Random.Range(0, unansweredQuestions.Count);
         currentQuestion = unansweredQuestions[randomQuestionIndex];
 
         factText.text = currentQuestion.fact;
 
         if (currentQuestion.isTrue)
         {
             trueAnswerText.text = "Correct!";
                 falseAnswerText.text = "False!";
         }
         else
         {
             trueAnswerText.text = "Wrong!";
                 falseAnswerText.text = "Correct!";
         }
 
         }
         IEnumerator TransitionToNextQuestion()
         {
             unansweredQuestions.Remove(currentQuestion);
 
             yield return new WaitForSeconds(timeBetweenQuestions);
 
             SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
         }
 
         public void UserSelectTrue ()
         {
         animator.SetTrigger("True");
             if (currentQuestion.isTrue)
             {
                 Debug.Log("Correct");
             } else
             {
                 Debug.Log("Wrong");
             }
         transform.Translate(speed * Time.deltaTime, 0, 0);  
 
         StartCoroutine(TransitionToNextQuestion());
         }
 
         public void UserSelectFalse ()
         {
         animator.SetTrigger("False");
             if (!currentQuestion.isTrue)
             {
                  Debug.Log("Correct");
             }else
             {
                  Debug.Log("Wrong");
             }
         transform.Translate(-speed * Time.deltaTime, 0, 0);
         StartCoroutine(TransitionToNextQuestion());
     }
 }
     

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Answer by danielg97 · Mar 18, 2020 at 04:33 PM

@ryanle1789 SetActive will disable and enable gameobjects in the hierarchy

 yourText.SetActive(true); // Will set a disabled gameobject to active, making it visible
 yourText.SetActive(false); // Will set an enabled gameobject to inactive, making it invisible

If you just want to delete a gameobject, just do

 Destroy(gameObject);

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