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Objects not becoming active with script
My problem: I want to enable a game object after a period of time. I figured since the same script works opposite with SetActive(false) it would work. It did not. My code has no errors - its just not working. Help?
 using UnityEngine;
 using System.Collections;
 
 public class SpawnDelay : MonoBehaviour {
     public float delayTime = 5.0f;
     
     IEnumerator Start ()
     {
         yield return new WaitForSeconds (delayTime);
         
         this.gameObject.SetActive (true);
     }
 
 }
Thank you in advance!
Answer by oasisunknown · Jun 07, 2014 at 03:13 AM
I think that your problem is that the gameObject is already inactive. that should mean everything on that object is inactive scripts included.
put in a
 Debug.Log ("Test to see if this script is active");
just before you try to turn the gameObject back to true.
if the debug does not show up then I am right and the whole script is off and you will probably have to use another script that is active to tell this one to wake up through a reference.
This is the best reference that I know of off hand that talks about enabling and disabling gameobjects for pooling purposes. I have not yet watch the whole thing but I just skimmed through it to make sure he was talking about.
give it a quick look and see if it helps
http://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/object-pooling
the coding you would be interested in really starts around $$anonymous$$ute 10.
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