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Question by nykwil · Dec 30, 2016 at 02:42 PM · setactiveawakeconstructors

Getting around deferred Awake call from SetActive

Here's a common pattern I use. Instead of using a prefab to instantiate which can be a problem I store a inactive GameObject in the scene and instantiate it and set it active.

Like this:

 var elem = Instantiate(prefab);
 elem.gameObject.SetActive(true);
 elem.Setup(info);

The problem is that when you change something to SetActive it doesn't call Awake right away. So in the above case Setup is called before Awake is called on elem. If I used a prefab to Instantiate then Awake is called before Setup. I'm curious why it's this way if Awake is to be used like a constructors then Awake should be called immediately. The solution here is to move initialization code into the Setup function, or delay a Setup call until Awake is called, both not ideal.

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Answer by xuwilliam01 · Jul 17, 2021 at 02:04 PM

Make sure all the parent gameobjects of this gameobject are active, or setting it to Active won't actually make it active in the scene.

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