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Question by tulparid · Mar 17 at 08:34 AM · gameobjectactive

Scripting : Disactiving a Game Object issue

I am trying to disactive then show a UI element

     void Start()
         {
             spv1 = gameObject;
             //UICanvas.GetComponent<Canvas>().enabled = false;
         }
     
       private void OnTriggerEnter(Collider collider)
         {
             if (collider.gameObject.tag == "Player")
             {
                 spv1.SetActive(false);
                 SoundManager.playSound("itemPickup_sfx");
             }
         }

     [SerializeField]private GameObject uiObject;
     void Start()
     {
         uiObject.SetActive(false);
         Debug.Log("Signal");
     }
 
     void Update()
     {
         if(ItemPickupEvent.spv1.activeSelf)
         {
             Debug.Log("Done!");
         }
         else
         {
             Debug.Log("Oh No!");
             uiObject.SetActive(true);
         }
     }
  

 

So the main idea is player to take the item, play a sound and show a 3D model on the screen using 2 different scripts, Firstly it says "Signal" at initiation then it starts flooding "Done!" every frame since the object is actived. After i take the object, it doesn't says "Done!" in console anymore but it also doesn't start to do the stuff in the else condition.

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