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Question by octaviomejiadiaz · Aug 12, 2012 at 02:10 AM · gameobjecthidegroup

How do i hide and show a group ob gameobjects?

ive made this

public GameObject stars;

stars.active = false;

and all my game objects are grouped into stars, when i click to hide them, just stop the scripts(rotation etc.) but not hide the entire group.

is there another form to send the code to hide the entire content?

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Answer by TheCodeMonkey · Aug 12, 2012 at 02:29 AM

You can use GameObject.SetActiveRecursively(false)

http://docs.unity3d.com/Documentation/ScriptReference/GameObject.SetActiveRecursively.html

This sets a gameObject and all its children to activeor inactive.

so :

 stars.SetActiveRecurisvely(false);

Should do the trick

EDIT: sorry the wording of your question makes it look like you wanted the above at first however after reading it over again I am thinking you might be wanting broadcast message

http://docs.unity3d.com/Documentation/ScriptReference/GameObject.BroadcastMessage.html

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avatar image Bunny83 · Aug 12, 2012 at 03:00 AM 0
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I've reread the question again and i think SetActiveRecurisvely is exactly what he wants ;).

avatar image nights007 · Nov 07, 2017 at 10:25 AM 0
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Active is not the same as hiding. If you make an object inactive it wont respond to physics etc anymore. As important as this is, I dont think there is a way to do this in Unity without using culling masks etc which is extremely time consu$$anonymous$$g. It's quite pathetic.

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Answer by octaviomejiadiaz · Aug 13, 2012 at 06:29 PM

Hoo.. thanks a lot, i ve used GameObject.SetActiveRecursively and works perfectly.. is there another option to make this change with a fade? well, thats a plus.

thanks a gain

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avatar image nights007 · Nov 07, 2017 at 10:25 AM 0
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Active is not the same as hiding. If you make an object inactive it wont respond to physics etc anymore. As important as this is, I dont think there is a way to do this in Unity without using culling masks etc which is extremely time consu$$anonymous$$g. It's quite pathetic.

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