Version: Unity 6 Preview (6000.0)
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  • C#

GameObject.SetGameObjectsActive

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Declaration

public static void SetGameObjectsActive(NativeArray<int> instanceIDs, bool active);

Declaration

public static void SetGameObjectsActive(ReadOnlySpan<int> instanceIDs, bool active);

Parameters

instanceIDs Instance IDs of GameObjects to activate or deactive.
active The active state to set, where true sets the GameObjects to active and false sets them to inactive.

Description

Activates or deactivates multiple GameObjects identified by instance ID.

Use SetGameObjectsActive to activate or deactivate multiple GameObjects as a batch.

using System;
using Unity.Collections;
using UnityEngine;
using UnityEngine.InputSystem;

//Add this script to a GameObject. This example requires the Input System package.

public class DeactivateGOComponent : MonoBehaviour { public GameObject prefab; public int count = 100;

NativeArray<int> m_SpawnedInstanceIDsNative; int[] m_SpawnedInstanceIDs; bool m_SetActive = false; bool m_UseSlowMethod = false; void Start() { m_SpawnedInstanceIDs = new int[count]; //Spawn some prefabs for (int i = 0; i < count; i++) { //Save their instanceID m_SpawnedInstanceIDs[i] = Instantiate(prefab).GetInstanceID(); } //Create native array with instanceIDs m_SpawnedInstanceIDsNative = new NativeArray<int>(m_SpawnedInstanceIDs, Allocator.Persistent); }

void Update() { if (Keyboard.current[Key.A].wasPressedThisFrame) { if (m_UseSlowMethod) { SetActiveSlow(m_SetActive); } else { SetActiveFast(m_SpawnedInstanceIDsNative, m_SetActive); } m_SetActive = !m_SetActive; } } void SetActiveSlow(bool setActive) { foreach(int id in m_SpawnedInstanceIDs) { ((GameObject)Resources.InstanceIDToObject(id)).SetActive(setActive); } } static void SetActiveFast(NativeArray<int> ids, bool setActive) { GameObject.SetGameObjectsActive(ids, setActive); }

void OnDestroy() { m_SpawnedInstanceIDsNative.Dispose(); } }