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Question by TysonG · Apr 27, 2019 at 02:54 AM · canvasbooleandisableenablegetkeydown

Activate one canvas and deactivating the other.

Hey everyone, so I have this really simple code where I press the space key and one canvas deactivates while the other activates. Then the opposite when the space key is pressed again, and so on. I just can't seem to get it to work though. I feel like I'm just messing up the bools in some stupid way. Any help is appreciated.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.UI;
 
 public class GameController : MonoBehaviour {
 
     public GameObject asteroidSpawnerOne;
     public GameObject asteroidSpawnerTwo;
     public GameObject survivalCanvas;
     public GameObject minimapCanvas;
     public bool spawnerOneOn;
     public bool minimapOpen = false;
 
     // Use this for initialization
     void Start ()
     {
         survivalCanvas.GetComponent<Canvas>().enabled = true;
         minimapCanvas.GetComponent<Canvas>().enabled = false;
 
         asteroidSpawnerOne.SetActive(false);
         asteroidSpawnerTwo.SetActive(false);
     }
 
     // Update is called once per frame
     void Update()
     {
         // Minimap
         if (Input.GetKeyDown("space") && !minimapOpen)
         {
             minimapOpen = true;
             OpenInventory();
         }
         if (Input.GetKeyDown("space") && minimapOpen)
         {
             minimapOpen = false;
             CloseInventory();
         }
 
         if (asteroidSpawnerOne.activeInHierarchy == false)
         {
             spawnerOneOn = false;
         }
         else
         {
             spawnerOneOn = true;
         }
     }
 
     void OpenInventory()
     {
         survivalCanvas.GetComponent<Canvas>().enabled = false;
         minimapCanvas.GetComponent<Canvas>().enabled = true;
     }
 
     void CloseInventory()
     {
         survivalCanvas.GetComponent<Canvas>().enabled = true;
         minimapCanvas.GetComponent<Canvas>().enabled = false;
     }
 }
 
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Answer by $$anonymous$$ · Apr 27, 2019 at 08:27 AM

Why don't you try this format instead: survivalCanvas.SetActive(false)

Source: https://docs.unity3d.com/ScriptReference/GameObject.SetActive.html

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