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Question by milosz_unity308 · Dec 29, 2021 at 01:32 PM · gameobjectactive

Deactivating/Activating Gameobjects is inconsistent

Hi, i'm having a problem with enabling and disabling GameObjects, they're a bit inconsistent. I've been able to mitigate it for GameObject 3 since its empty and invisible, but it wont work for others.

Here's what I know/tried:


  • All tags are correct

  • The GameObjects actually exist

  • Player and the spawner are on the default layer, while the game over screen is on UI layer

  • The objects that have this script are prefabs that GameObject 2 spawns


     public class DestroyOffBounds : MonoBehaviour
     {
         [SerializeField] private float upperBound;
         [SerializeField] private float lowerBound;
     
     
         // Update is called once per frame
         void Update()
         {
     
             // A safety net, in case an object gets where it shouldnt have been
             if (transform.position.z > upperBound)
             {
                 Destroy(gameObject);
             }
     
             // If gameobject passes a certain point in the negative z axis
             if (transform.position.z < lowerBound)
             {
                
                 GameObject go1 = GameObject.FindWithTag("Player");
                 GameObject go2 = GameObject.FindWithTag("GameOverScreen");
                 GameObject go3 = GameObject.FindWithTag("Respawn");
     
                 // Game objects 1 & 2 using only Void Update()
     
                 // go1 is a mess of cubes and spheres, roughly resembling a human
                 // Game object 1 Successfully gets deactivated
                 go1.SetActive(false);
     
                 // go2 is a UI Plane with a text child
                 // Game object 2 Dosen't activate
                 go2.SetActive(true);
     
                 // Game object 3 is using non monobehavior derived methods, disabling script instead, dosen't work
                 // go3 is an empty object
                 // by looking at the hierarchy showed that gameobject.SetActive did not work anyway
                 go3.GetComponent<SpawnAnimals>().enabled = false;
                 Debug.Log("Game over");
                  Destroy(gameObject);
             }
         }
     }
    
    
    

Any help is Appreciated!

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