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Question by CoolCasualCat · Jul 15, 2015 at 08:55 PM · guibuttoncanvas

Can't enable canvas

I can't seem to enable a Canvas what so ever. I watched a video(more than 10 times) and followed everything EXACTLY. And I ended up with this script. The Canvas.enable = false; and Canvas.enable = true; does not seem to be functioning.

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class PauseMenu : MonoBehaviour 
 {
     public Canvas pausemenu;
     public Button pause;
     public Button restart;
     public Button cont;
     public Button quit;
     public Button mainMenu;
     
     void Start()
     {
         pausemenu = pausemenu.GetComponent<Canvas> ();
         pause = pause.GetComponent<Button>();
         restart = restart.GetComponent<Button> ();
         cont = cont.GetComponent<Button> ();
         quit = quit.GetComponent<Button> ();
         mainMenu = mainMenu.GetComponent<Button> ();
         pausemenu.enabled = false;
     }
 
     public void PauseGame()
     {
         pausemenu.enabled = true;
     }
 }

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avatar image meat5000 ♦ · Jul 15, 2015 at 03:47 PM 0
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Try SetActive(true)

or use 'enabled' not enable

avatar image Graham-Dunnett ♦♦ · Jul 15, 2015 at 08:56 PM 0
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Also, your question is very hard to read and your script isn't formatted correctly.

avatar image Piflik · Jul 16, 2015 at 12:10 PM 0
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although already answered, I formated your question for better readability, if someone stumbles across this, looking for help. Please try to use a modicum of formatting and care before posting a question.

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Answer by KdRWaylander · Jul 16, 2015 at 11:39 AM

@meat5000 is right, you need to use SetActive(bool state) instead of .enabled

Why ? Because .enabled deals with components only and SetActive() with gameobjects only !

Code is then:

 public void PauseGame () {
    pausemenu.gameObject.SetActive(true);
 }

You need to go back to the GameObject with .gameObject since pausemenu is a component. If pausemenu was a GameObecjt, you wouldn't need this step and just have to use .SetActive()

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avatar image Mad_Mark · Nov 20, 2016 at 08:48 PM 0
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Thank you @$$anonymous$$dRWaylander! 3 hours of trying different ways to get a Scare Screen image to popup after clicking the start game button, and I finally stumble onto this thread. "SetActive" who woulda thunk it...

Cheers! $$anonymous$$ark

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