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Question by ronronmx · Feb 16, 2012 at 06:34 PM · gameobjectperformancerenderer

performance between disable renderer and disable gameObject

Is there a performance difference between disabling an object's renderer and disabling the gameObject itself?

The problem with using gameObject.active = false is that my script can't find it anymore, so I was thinking of doing gameObject.renderer.enabled = false, but if I do that, will the gameObject still be computed by the engine?

Stephane

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avatar image FLASHDENMARK · Feb 17, 2012 at 06:33 PM 0
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Yes, if you set the renderer to false it will only make the object invisible everything else will function as normal.

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Answer by dannyskim · Feb 17, 2012 at 05:26 PM

Yes, turning the renderer off still causes the engine to make computations on it, for example physics.

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Answer by jonc113 · Apr 17, 2013 at 03:41 PM

gameObject.active has been replaced by SetActiveRecursively

see: http://answers.unity3d.com/questions/36259/how-to-deactivate-a-parent-and-its-children.html

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avatar image numberkruncher · Apr 17, 2013 at 04:50 PM 0
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gameObject.active was replaced by `GameObject.SetActive` which is way more efficient. You can then deter$$anonymous$$e whether an object is active based upon itself `GameObject.activeSelf` or based upon its parent hierarchy with `GameObject.activeInHeirarchy`.

avatar image jonc113 · Apr 17, 2013 at 06:31 PM 0
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So, gameObject.active was replaced by SetActiveRecursively which was replaced by SetActive? $$anonymous$$y Functions come and go so quickly here. I gotta keep up with the times!

avatar image numberkruncher · Apr 17, 2013 at 06:37 PM 0
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Both GameObject.active and GameObject.SetActiveRecursively became deprecated since Unity 4. For more information please refer to the following: http://docs.unity3d.com/Documentation/$$anonymous$$anual/UpgradeGuide3540.html

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