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Question by benhumphreys · Sep 02, 2013 at 10:03 AM · hierarchy

Race Conditions calling SetActive on a hierarchy

I'm restoring state between menu screens with code like the following:

 parent.SetActive(true);
 GameObject button = parent.FindRecursive(defaultButttonName);
 CameraHelper.SetSelected(button);

The problem is that button is not active. It seems it takes time for children to be activated when SetActive is called.

How do people avoid these kinds of race conditions?

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avatar image DuckOfDoom · Sep 02, 2013 at 11:20 AM 0
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Is it !activeInHierarcy or !activeSelf ?

avatar image benhumphreys · Sep 02, 2013 at 11:28 AM 0
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I was checking activeInHierarchy

avatar image DuckOfDoom · Sep 02, 2013 at 11:43 AM 0
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I highly doubt there can be any race conditions with setting objects active/inactive. It runs in the same thread and I've never encountered any problems like that.

There may be a problem with activation if you make object inactive from code or from editor interface(unchecking the box near gameobject's name). Try to leave object active in scene, then make in inactive from code. Or vice-versa, I don't remember exactly which way it was.

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