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SetActive is broken
I encountered multiple occurrences, where GameObject.SetActive doesn't work. In some cases I get problems with "false" in other cases with "true" values. I workaround these issues by having repeated calls to SetActive or one frame delayed calls.
Unity 4.1.
Has anyone encountered this bug and found a workaround?
You are not really describing your problem at all. What with SetActive does not work? What are you trying to do? Do you have any scripts to show? What is the hierarchy of your gameobjects?
I improved my question. Sorry I didn't describe the hierarchy of hundreds of objects.
I'm saying the BUG IS THERE and I'm looking for someone who has found a workaround.
I too have projects with hundreds of objects, and use SetActive extensively without issue so far. I'm not saying it's not there, but your problem sounds like it's not directly related to SetActive, but to something else going on in a complex scene which we can't see.
I've never encountered this bug. Sorry, I know that's not what you're looking for. You clearly have a good idea of what you're doing with an 8k score, so my only thought is that a bug report should be filed with Unity. Also, if you can, perhaps updating to 4.3 will fix your problem?
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