Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
Closevalue | The active state to set, where true sets the GameObject to active and false sets it to inactive. |
Activates or deactivates the GameObject according to the value of the supplied parameter.
SetActive
only sets the local state of the GameObject, represented by the value of GameObject.activeSelf. It does not activate a GameObject for which GameObject.activeInHierarchy is false
because a parent object in the Scene hierarchy is inactive.
Deactivating a GameObject disables each component, including attached renderers, colliders, rigidbodies, and scripts. For example, Unity will no longer call MonoBehaviour.Update on a script attached to a deactivated GameObject. Deactivating a GameObject also stops all coroutines attached to it.
Calling SetActive
with a value of true
callsMonoBehaviour.OnEnable on scripts attached to the GameObject, while calling SetActive
with a value of false
calls MonoBehaviour.OnDisable.
using UnityEngine;
public class Example : MonoBehaviour { private GameObject[] cubes = new GameObject[10]; public float timer, interval = 2f;
void Start() { Vector3 pos = new Vector3(-5, 0, 0);
for (int i = 0; i < 10; i++) { cubes[i] = GameObject.CreatePrimitive(PrimitiveType.Cube); cubes[i].transform.position = pos; cubes[i].name = "Cube_" + i; pos.x++; } }
void Update() { timer += Time.deltaTime; if (timer >= interval) { for (int i = 0; i < 10; i++) { int randomValue = Random.Range(0, 2); if (randomValue == 0) { cubes[i].SetActive(false); } else cubes[i].SetActive(true); } timer = 0; } } }
Additional resources: GameObject.activeSelf, GameObject.SetGameObjectsActive