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Question by DMac360 · Aug 05, 2017 at 02:21 PM · raycastsetactive

Issues With SetActive

I'm having issues with setting my game object to true. In my script when you hit left control, it sends a raycast from the center of the camera screen, decides whether or not the thing it hits is a specific game object, then is supposed to set two different objects active; one being an empty game object and one being a canvas for UI. The second part of the code that sets both objects in-active works, and both Debug.Log (s) work, so i know the raycast is hitting and it also knows whether it is hitting the right game object or not; but the two gameobjects don't get set active.

public class RaycastNotes : MonoBehaviour {

 public Transform Check;
 public GameObject Safe;
 public Transform SafePad;
 public Camera MainCamera;
 
 // Update is called once per frame
 void Update ()
 {
     if(Input.GetKeyDown(KeyCode.LeftControl) && Check.gameObject.activeInHierarchy == false){
         Debug.Log ("hit");
         RaycastHit hit;
         var cameraCenter = MainCamera.ScreenToWorldPoint(new Vector3(Screen.width / 2f, Screen.height / 2f, MainCamera.nearClipPlane));
         if (Physics.Raycast(cameraCenter, MainCamera.transform.forward, out hit, 1000000000))
         {
             var obj = hit.transform.gameObject;

             if (obj.transform.gameObject == Safe.transform.gameObject){
                 SafePad.gameObject.SetActive(true);
                 Check.gameObject.SetActive(true);
                 Debug.Log ("Same");
             }

         }
     }

     if(Input.GetKeyDown(KeyCode.LeftControl) && Check.gameObject.activeInHierarchy == true){
         Check.gameObject.SetActive (false);
         SafePad.gameObject.SetActive (false);
 }

} }

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