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Question by WavyRancheros · May 18, 2015 at 04:06 PM · setactivevisibilityswitchingflicker

Flickering when switching between GameObjects

I have two GameObjects (let's say a green and a red Cube).

I want to switch between the cubes with the SwitchCubes method, which is called on a button click:

 public GameObject firstCube;
 public GameObject secondCube;
 
 void Awake()
 {
      firstCube.SetActive(false);
      secondCube.SetActive(true);
 }
 
 public void SwitchCubes()
 {
      firstCube.SetActive(!firstCube.activeSelf);
      secondCube.SetActive(!secondCube.activeSelf);
 }

The switching works, BUT there is a splitsecond where NONE of the cubes are visible. I also tried to disabled/enable the renderers instead, but it's the same result. How can I avoid this and have the object replace the other instantly?

Unity 4.6.4, iOS 8.1.2, OpenGL ES 2.0, XCode 6.2

Thanks a lot in advance!

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avatar image Tonks · May 18, 2015 at 05:14 PM 0
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This looks to be simply a performance issue. Do you have anything else memory intensive going on?

avatar image WavyRancheros · May 18, 2015 at 10:24 PM 0
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No. And even if it was a performance issue, why is there a (at least one) frame rendered between

    firstCube.SetActive(false);
    secondCube.SetActive(true);
  

? In this case, I would rather want a drop in fps than flickering.

avatar image Key_Less · May 18, 2015 at 10:41 PM 0
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How are you handling the button click input? $$anonymous$$y current thought is that your SwitchCube() method may be called multiple times.

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