Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by RealMTG · Apr 29, 2014 at 03:59 PM · disable

Disable scripts on all gameobjects with tag

Hi!

I need to disable a script on all my "crate" objects in my scene when the player wins. I'm not sure how to do this so I would love any help! Please post your answer in C#.

Thanks!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by Dameon_ · Apr 29, 2014 at 04:26 PM

The easiest way to do this will be to set a boolean variable up called isEnabled in your crate script, and prevent the script from running if it's set to false.

    public class ScriptableCrate
     {
          public bool isEnabled = true;
     
          public void Update()
          {
               if (isEnabled == false) // Check if this object is enabled
                    return;
          }
     }

Then, you use this code to set isEnabled on all crates to false:

 public void DisableObjectsWithTag(string tagToUse)
 {
 GameObject[] taggedObjects = GameObject.FindGameObjectsWithTag(tagToUse);
 foreach (taggedObject in taggedObjects)
 taggedObject.isEnabled = false;
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by robertbu · Apr 29, 2014 at 04:24 PM

 GameObject[] gos = GameObject.FindGameObjectsWithTag("crate");
 foreach (GameObject go in gos) {
     go.GetComponent<SomeComponent>().enabled = false;
 }

'SomeComponent' should be replaced by the component name (not in quotes) that you want to disable.

Comment
Add comment · Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image RealMTG · Apr 29, 2014 at 04:38 PM 0
Share

It doesn't quite work. I can still use the script even if it says it is disabled.

This is my script I need to disable.

 using UnityEngine;
 using System.Collections;
 
 public class RemoveBlocks : $$anonymous$$onoBehaviour {
 
     public Color hoverColor;
     public static bool isEnabled = true;
 
     void Start () {
         renderer.material.color = Color.white;
     }
 
     void On$$anonymous$$ouseOver () {
         renderer.material.color = hoverColor;
     }
 
     void On$$anonymous$$ouseExit () {
         renderer.material.color = Color.white;
     }
 
     void On$$anonymous$$ouseDown () {
         if(isEnabled == true){
             Lose$$anonymous$$anager.static$$anonymous$$axBreaks -= 1;
             Destroy(this.gameObject);
         }
     }
 }
 
avatar image robertbu · Apr 29, 2014 at 09:07 PM 0
Share

Disabling a script stops Update() FixedUpdate() and OnGUI() calls, but not much else. The easiest way to disable the On$$anonymous$$ouse* callbacks is to disable the collider as well as the script.

 GameObject[] gos = GameObject.FindGameObjectsWithTag("crate");
 foreach (GameObject go in gos) {
     go.GetComponent<SomeComponent>().enabled = false;
     go.collider.enabled = false;
 }

If you cannot do that, you might have to go to a solution like @Dameon_ suggested where you have a flag that each callback checks.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

disable a script 1 Answer

How can I enable and disable scripts at runtime? 2 Answers

how to disable specific scripts in an array of scripts 3 Answers

Disabling scripts from compiling, but still shows in project pane? 1 Answer

Disabling Scripts 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges