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How do I fix a problem with disabling children in an empty object?
Hey guys, before I go into the question, I would just like to say I'm very new at programming so this may come across as a noob question. I'm creating a scene with a bunch of items that you can buy. I want to set up the scene so that everything starts off invisible, and when you buy the object, it will become visible and intractable. The code is as following:
 using System.Collections;
 using System.Collections.Generic;
 using System.Runtime.InteropServices.ComTypes;
 using UnityEngine;
 using UnityEngine.Animations;
 
 public class StockManager : MonoBehaviour
 {
 
     public int stock;
     public GameObject Parent;
 
     public string Name;
 
 
     // Start is called before the first frame update
     void Start()
     {
         Name = Parent.name;
 
         Transform[] Children = Parent.GetComponentsInChildren<Transform>();
         foreach (Transform child in Children)
         {
             child.gameObject.SetActive(false);
         }
 
         string Owning = PlayerPrefs.GetString(Name, Name);
 
         if (Owning == Name)
         {
             foreach (Transform child in Children)
             {
                 child.gameObject.SetActive(true);
             }
         }
     }
So basically at the beginning of the script, it will de-activate all the children, and then when it grabs the PlayerPref that stores whether or not it's been purchased before, it will reactivate it. However, when I run the game, nothing happens and everything stays activated as it is in the editor. Does anyone know the problem or maybe some way to fix it?
I should probably say really quickly that there is nowhere in any of my code where I create any player prefs for these. So there is no way Unity can be thinking that the player has already purchased them.
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
               
 
			 
                