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Question by unity_P2KUN5H-W7YUiw · Jun 07 at 10:23 AM · setactiveinvokerepeating

Why isn't it switching the fireOn state to true


I want this script to make two objects switch which one is active.


The only thing that happens is that it says true in the debug thing. They are both in the same position in game just that fireOn starts deactivated.


I'm sorry if it's obvious but I'm new to unity.


 public class FireActivateAndDeactivate : MonoBehaviour
 {
     private bool fireIsOn = false;
     [SerializeField] GameObject fireOn;
     [SerializeField] GameObject fireOff;
 
     [SerializeField] float speed = 2f;
 
     private void Start()
     {
         InvokeRepeating("TurnOnAndOff", speed, speed);
     }
 
     private void TurnOnAndOff()
     {
         if (fireIsOn == false){
             fireOn.SetActive(true);
             fireOff.SetActive(false);
             fireIsOn = true;
         }
         if (fireIsOn == true)
         {
             fireOn.SetActive(false);
             fireOff.SetActive(true);
             fireIsOn = false;
         }
         Debug.Log(fireIsOn);
     }
 }
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avatar image andrew-lukasik · Jun 07 at 03:44 PM 0
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The reason this code is not working is this:

  1. if at line 16 passes, because fireIsOn is false

  2. fireIsOn changes it's value to true at line 19

  3. if at line 20 passes, because fireIsOn is true now

  4. fireIsOn changes it's value to false at line 25

So you either need else if or do this:

 void TurnOnAndOff ()
 {
     fireOn.SetActive( !fireIsOn );
     fireOff.SetActive( fireIsOn );
     fireIsOn = !fireIsOn;
 }
avatar image unity_P2KUN5H-W7YUiw andrew-lukasik · Jun 07 at 03:54 PM 0
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Thanks for the reply!

avatar image andrew-lukasik · 6 days ago 0
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also: nameof(TurnOnAndOff) > "TurnOnAndOff"

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