Deactivating/Activating Gameobjects is inconsistent
Hi, i'm having a problem with enabling and disabling GameObjects, they're a bit inconsistent. I've been able to mitigate it for GameObject 3 since its empty and invisible, but it wont work for others.
Here's what I know/tried:
All tags are correct
The GameObjects actually exist
Player and the spawner are on the default layer, while the game over screen is on UI layer
The objects that have this script are prefabs that GameObject 2 spawns
public class DestroyOffBounds : MonoBehaviour { [SerializeField] private float upperBound; [SerializeField] private float lowerBound; // Update is called once per frame void Update() { // A safety net, in case an object gets where it shouldnt have been if (transform.position.z > upperBound) { Destroy(gameObject); } // If gameobject passes a certain point in the negative z axis if (transform.position.z < lowerBound) { GameObject go1 = GameObject.FindWithTag("Player"); GameObject go2 = GameObject.FindWithTag("GameOverScreen"); GameObject go3 = GameObject.FindWithTag("Respawn"); // Game objects 1 & 2 using only Void Update() // go1 is a mess of cubes and spheres, roughly resembling a human // Game object 1 Successfully gets deactivated go1.SetActive(false); // go2 is a UI Plane with a text child // Game object 2 Dosen't activate go2.SetActive(true); // Game object 3 is using non monobehavior derived methods, disabling script instead, dosen't work // go3 is an empty object // by looking at the hierarchy showed that gameobject.SetActive did not work anyway go3.GetComponent<SpawnAnimals>().enabled = false; Debug.Log("Game over"); Destroy(gameObject); } } }
Any help is Appreciated!
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