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Question by lyh1 · Mar 18, 2013 at 10:35 AM · unity4setactiverecursively

SetActiveRecursively(true) replacement in Uinity4.

When I use "gameobject.SetActive(true)" in unity 4, it just act like "gameobject.active = true" in unity3d 3. How can I do "gameobject.SetActiveRecursively(true)" in unity 4?

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avatar image lyh1 · Mar 18, 2013 at 04:00 PM 0
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I found a reason why it can't set active recursively, Because there is a child under that node have set to be inactive. And there are no option to force the tree to be active too. If this is not a bug, there should be a function to get all gameobject under a node and set everything active.

avatar image nsxdavid · Mar 18, 2013 at 04:05 PM 0
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The change in paradigm in how active works can be tough on pre Unity 4 projects... but switching things to work in the new way is worth it. Everything makes more sense.

avatar image lyh1 · Mar 18, 2013 at 04:22 PM 0
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I said it act like unity3d because I don't know the only node under it was set to inactive by accident. But there should be a way to force a tree to active or not, other wise there will be even more bugs about setActive because some accident setting in children.

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Answer by Eric5h5 · Mar 18, 2013 at 04:20 PM

Generally you'd use SetActive in Unity 4, but in those cases where you really need an exact replacement, then you can make your own function:

 function SetActiveRecursively (go : GameObject, active : boolean) {
     go.SetActive (active);
     for (var t : Transform in go.transform) {
         SetActiveRecursively (t.gameObject, active);
     }
 }
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avatar image lyh1 · Mar 18, 2013 at 04:34 PM 0
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Not as handy as before, but this do the job. Thx for your code.

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Answer by akasurreal · Jul 12, 2013 at 06:15 PM

Here's a version that lets you call it directly from a gameObject in c#:

 public static class MyExtensions
 {
     //bring this back to Unity4
     public static void SetActiveRecursivelyLegacy (this GameObject go, bool active) 
     {
         go.SetActive(active);
         foreach (Transform t in go.transform) 
         {
             t.gameObject.SetActiveRecursivelyLegacy(active);
         }
     }
 }
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