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Question by rappatic · Apr 10, 2018 at 10:39 AM · gameobjectactiveactivatedeactivate

SetActive not working as should

I'm working on a clicker game and when the user clicks on the button "MINE STONE" a script is run to mine it. The script should make a small GameObject (a RawImage of a clock) active in the lower left-hand corner of the screen, wait a small amount of time and add 1 to the "stone" variable.

 public Text showStone; 
 public GameObject clock;
 public uint stone = 0;
 int waitTime = 250;

 public void AddStone ()
 {
     clock.SetActive(true);
     for (int i = 0; i <= waitTime; i++) {
         Debug.Log(i);
     }

     clock.SetActive(false);
     stone++;
     showStone.text = stone.ToString ();
 }
 
 void Update () {
     showStone.text = stone.ToString();
 }

I've manually deactivated the clock in the Editor, and this script should re-enable it then disable it after the delay. However, the clock doesn't appear.

My theory is that when I deactivated it manually, this prevents me from reactivating it via code. Is this so? If so, then how do I deactivate it via code when the game is run?

Otherwise, is there a bug in my code?

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