Unity ui setactive. SetActive(true) doesn't work and I am unsure why.
Unity ui setactive Does Unity perform any check before setting the object’s state? (e. Toggle:checked:hover { background-color: yellow; } I have two buttons under a panel. When colliding with a finish pad, the player script executes EndLevel(). So the script is very simple : public GameObject GameOver in the private void OnDestroy we have : You can leave the Canvas or object active initially and grab it using transform. Type `UnityEngine. Console now reads: Object Clicked {ui should've shown here} UI should now be on screen. This should be simple, and toggling on works fine, but setActive(false) does not hide the UI element, though it does deactivate it and all its children in the hierarchy. this would turn on at the Windows 10 Pro v1709, unity 2017. (all 3 objects have children of the same name). Skip to main content. legacy-topics. There is so much memory allocation and draw calls when SetActive(true) is used on a Canvas or UI component. My solution was that I made a script called Globals. Is it a possible issue that when the canvas is created, the Hey forum community, I have searched this and couldn’t find a solution, so I’m posting this myself. Again when i remove image target than again its show canvas image in // F. Collections; public class Help : MonoBehaviour { public GameObject helpText; void Start() { helpText. I’ll start with my UI setup: With the following piece of code I’m trying to deactive and activate the highlighted object above: public Button playerMenuButton; // set with the editor by How are you calling displayUI? How is your reference to ui set? Drag and drop inspector? Is the SetActive(false) working? the SetActive(false) is working I was searching for tutorials in regards to making a basic Interaction System with button prompt for a 2D game. UI; public class CharakterHealth : MonoBehaviour { public float MomentanLeben { get; set; } Problem: When a single element changes on the UI Canvas, it dirties the whole Canvas. Unity can then use this state when all parents become active. Activates/Deactivates the GameObject. SetActive(true); It works fine in the scene, when i drag&drop the GameOver UI in its place but; the prefabe (which is the car that must be destroyed) cannot accept that GameOver I have a button (in UI), that I want to hide sometimes (but show again later), which means that it shouldn't show anymore and I shouldn't be able to click it. The Destroy/SetActive have to be called after It’s very simple, First select your button, next add OnClick function in the button Script (repeat this for each camera you want to active/deactive) drag the camera on One slot, in no function select GameObject → SetActive (bool) I understand what you are saying, thanks. using System. I’m getting the log in the I am just starting with unity and having problems to show/hide menu panel with a button click. 0 on Mac). 25 on click. SetActive does not work. Note: These kind of questions are based on debugging (thats why i answer you in debugging manner) i will strongly recommend you to learn debugging skill in order to become a successful programmer. I want to toggle it on and off with a button. UI;” at the top of my script, but what should I do to enable and disable the image? Switching UI with SetActive won't work if other scripts also execute . I simply cannot get Pause UI to show up when I press P it also doesn’t change my Tim Hey everyone, So I have run into a problem. I have this very basic ShopScript right now. For Hey all, I’m trying to make it so that when the player dies, all objects with tag “dashcrystal” will be set to active. So far I tried this. For example, a Rigidbody component makes a GameObject movable, and a Collider component makes it collide with other objects. I made an “Empty Game Object” in the canvas & named it PauseGameMenu and attached this script to another empty game object ( I named mine Global Stats Objects" and assign all your variables in it. I’m setting the Dialogue Box (The panel) as SetActive(false) in the DialogueManager Awake() and activating it when I need to show the Dialogue box. void OnPlayerConnected(NetworkPlayer player) { gameObject. panelendturnButton. Hot Network Questions Fast allocation-free alphanumeric comparer used for sorting As @Eric5h5 said, GetComponent<Renderer>(). To disable the Canvas component you can use this: CanvasObject. There are many ways to get the behavior you want, but the simplest I can think of is this: Instead of disabling the entire gameobject, just disable the renderer (whether it's a sprite I’ve been trying to figure this out for a long time now. NoReceiverRequired); } void OnConnectedToServer() { gameObject. The only solution I found (that has actually managed to hide the button), is SetActive(). enabled = false; Hi, I’m fairly new to Unity and was wondering whether instantiating and destroying objects vs setting to active or not was a good idea. After searching for a while I stumbled upon this tutorial: How To Interact With Objects [Unity Tutorial] - YouTube. Main Menu, Store, Game Start, Game Over - each relying heavily on styling and transitions for animation. SetActiveを使用したコードを具体例として紹介します。 オブジェクトの表示・非表示は、UIで使用することが予想されるので、すぐ使えそう You can also check the Unity docs of SetActive Note that a GameObject may be inactive because a parent is not active. Although we cannot accept all submissions, we do read each suggested change from our users and will Use to enable or disable the ability to select a selectable UI element (for example, a Button). SetActive(true) doesn't work and I am unsure why. I hope to know how I can modify my code to ensure that the UI will not be How to make UI set active when you press tab but if its still active press tab again and the UI will be set Inactive in unity 2d c#. However, when I deactivate the UI, I can’t reactivate it for some reason. To make it exist in your world. enabled = false is correct, but this will only work for 3D objects. Help please! (grayscale is for some reason, this script doesn’t work, I have it set to disabled at start and when the value appears it enables and there is a button to disable it, but the button just doesn’t do anything. SetActive works. SetActive(false); (the difference is that the first one can’t be used but the second one can be used . The variables for the deathScreen and victoryScreen needed to be GameObjects, not GUI’s. GetComponent<Graphic>(). enabled = false; } those are fairly similar in result (maybe not in efficiency). I created this simple function: public void Shop() { buttons. 3. 11 on mouse over and 1. SetActive(t I know unity optimizes Update() method and that's why it is ok to set a variable without any condition there. SetActive is an important Unity Method. I have a new issue in my code. This UI element needs to be turned on or off on multiple occasions, so I have a script that disables it as needed using SetActive(false). SetActive(true) a ton, e. SetActive() in a script stops working after switching scenes, but it seems to only be on UI elements that are in prefabs. Is there any performance concern around calling MyAlreadyActiveGameObject. What can i do to solve this to just activate the UI Image again with just the first click? I have no idea what I’m doing wrong when i need to click I’ve come across a few scenarios where multiple calls to SetActive on a game object is very slow (especially with Unity’s UI system, where changing an object’s active state has implications on the UI and the canvas). This UI is set active inside of an update function when Escape is pushed down. Here is the code of the button: using System. UI. I have these two pieces of code: using System. it is really amazing!)Thank you ! Hi, Our game is 100% based on the new UI. I dont know how to do this, i looked it up but it didn’t work. I have it all set up but t I’m trying to deactive and re-activate certain panels in my UI. SetActive(false); resets click events and colors for all objects in that Unity UI gameObject. The “active” is false as default. Activating SetActive(false) Objects in Unity. Problem I’m facing is I have a scroll-list which has 300+ elements and some scroll list have 600+ elements now on mobile device it is taking around 5 - 10 seconds to open I want my button to activate an inactive ui image in the hierarchy through c# called “Responded_A” when the “Response_A” button is clicked. If you are trying to do this with UI, then you will want to use GetComponent<CanvasRenderer>(). The UI element is defined via drag and drop and is just a panel within the canvas object. It generates meshes that represent the UI Elements I’m trying to get an image in canvas to enable and disable itself when a cube object has been clicked on. I have an animation that plays just fin the first time round. SetActive (false); As noted by @volundi, C# is case sensitive. I am not a great programmer, so maybe it is just a matter of context. Log("finished!"); finishMenu. Button>(); button. But if you have a complex UI for example, activating another UI object might cause some pretty heavy calculations. I know the object is linked correctly because when I deactivate it before going into run time, I can activate it with the button which has the callback to set it active. cs and made some static variables ( Though my game is working with a lot of static variables ). In this tutorial, I demonstrate how to make a simple main menu like the one above that can be easily implemented in a new Hello All, I have a UI panel with several child elements. For example, I need it to wait for my input manager to load on game boot and then load other stuff like Scene, and UI and PlayerController that rely on the input manager instance. That's expected. Collections; using System. 2 on Windows & 5. I'm making a menu for an Android 2d app, I have a bunch of UI panels in multiple menu's and when I press the next right or previous left button the script should set the next panel active and deact Unity SetActive(true) not working after setting it to false at first? 0. This is a Unity quick tip on how to set a gameObject active . Collections. Questions & Answers. GetComponent<UnityEngine. Explore a topic in-depth through a combination of step-by 以上がオブジェクトをSetActiveを使って表示・非表示にする方法だ。 このようなチュートリアルを販売しているので、Unityでゲームを作成している人は購入していただきたい。 Hi, I have a simple script attached to the canvas, which is trying to hide an UI object (child of the canvas) in the Start function of the script. SetActive (false); hsLabel = GetComponent<Text> (); hsLabel. So this will be run on the main thread. I have found a few different threads regarding this, but all are slightly different from my case. In Unity, components are objects that can be attached to GameObjects to give them specific functionality. Then it got recompiled randomly. This may seem simple, but I need your help in vuforia unity. I’ve been googling around but nothing seems to work so far - This one only works once the button is selected, not Hi! In all projects I’ve worked on I tend to end up having several panels in a single canvas, most of them disabled from the start of the game and then through code SetActive’ing them to be displayed in the user interface at some point in time. This is to help anyone from beginners and above I am trying to check whether or not a game object is set active using an if statement but whenever I try to unity says that I cant do it because it is a “group method” so I am trying to figure out how to do the same thing but Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, In that case, calling SetActive() will not activate it, but only set the local state of the GameObject, which can be checked using GameObject. This panel is a UI panel, with a script attached to it, called UnitPanelController, and I have saved it as a prefab. SceneManagement; using UnityEngine. But after that if the player clicks the chest button again the same ui object pops back up because its already set active. Red: A Component on the “ParentCube” GameObject Yellow: Set active state of GameObject Green: Set enabled state of Hello I have an script that shows damage. So I want to ask if I have unused active UI elements with 0 scale would affect my performance I’ve encountered this problem too. SetActive(true/false) function to make the button appear and disappear. I have 3 GameObjects namely red, blue and green, and each has children objects named A1, A2, A3A100. I have created a Unit panel, showing information on a Unit. However, though it animates correctly at the start of the game, as soon as I’ve set this to SetActive(false) and then The above answer is correct if you want to disable the gameObject itself. SetActive(true); and I can see in the inspector that it is truely on but my screen is blank. Collections; public class PickupItem : MonoBehaviour { public string tagName; public GameObject[] objects; public Transform setActive; void OnTriggerEnter2D(Coll 1Divide up your canvases. Stranger still, it is only on certain scenes, some it works fine, same script, the scene is almost identical just a few minor differences to Hey everyone, I’ve seen many similar posts, but couldn’t find anything that would make this work. I’ll try and be as specific as I can but remember I have had a large break from using Unity - really long - and trying to get back into it Currently writing a 2D mobile game using Unity 2021. The Canvas is the basic component of Unity UI. Per game screen, I am using a root GameObject with a custom PanelScript Main Menu screen I’ve been experimenting with the UI released in 4. setActive(bool) is a heavy duty if we call it every frame. Every time I press “Esc”, those two button will pop out by SetActive(true) of this panel. You can chain pseudo-classes together to apply the same style for multiple concurrent states. The sprites, text, It sounds like you're using the UI Canvas in Unity to handle your info panels for your players, but gameObjects for other elements. This might be way more obvious than I think it is, but I’ve looked everywhere Hi! I’d like to activate an end screen once the player touches the goal pad. The lag depends on how many UI components and GameObjects that are under the hierarchy of the Canvas. The SetActive() method allows you to change whether or not a component is active. The ui still doesn't show up, no other relevant items are in the console. The basic problem is that calling GameObject. Unity's built-in profiling tools can give you an estimate on how long each operation is taking in each frame. Modified 9 years, In Unity in order to activate an object you need to have it in the scene. 0. Funny that the other two buttons work fine turning there @Lineweaver I don’t know if you’ve figured this out or not, but here’s my “Pause Game Menu” with many different panels on it. SetActive(false)” that it will Hello Guys, I have run into a problem that I am hoping that you maybe able to help with. SetActive(true); } The button gets stuck on Highlighted animation What could be causing the problem? Extra information: Navigation is set to “none” The problem occurs when I set Unity object reference not set to an instance of an object after SetActive false Hot Network Questions What is the role of an assumption in a system of natural deduction? A GameObject may be inactive because a parent is not active. GetComponent<Canvas> (). Activates/Deactivates the GameObject, depending on the given true or false I am having trouble activating my UI panels after deactivating them. Then you can set active or inactive whenever you want. Your best bet 使い方①CanvasGroupと一緒にアタッチ②任意のタイミングでSetActive(),SetInactive()を呼ぶusing System. This Hello everyone! So i’m struggling (noob) to activate a UI when game is over. I want it to where if the player This page will guide you through the steps to set up a simple character selection screen using UI (User Interface) Allows a user to interact with your application. This action reveals all of the related UI because the game object is set to true: It has nothing to do with the draw calls, it has to do with how Unity creates the mesh, and Unity has specifically stated many times. 2. So, I hope this can help further identify and resolve your issue. by using uss “display: none;” on a top level Typically I go by how frequently something gets enabled/disabled. SetActive() the buttons before i SetActive(true) the parent (which at this point is already an instance of the prefab btw. but this Animation is not active now and it should not lock the property. Unity - SetActive not defined. When the Enemy’s turn is done it calls a function from the player’s code to set the UI back to true. But what about methods, especially gameObject. So the script is very simple : public GameObject GameOver in the private void OnDestroy we have : GameOver. There is a parent name “Collectabes” and it has 15 children in it. During runtime, if I click on a Unit in my game, the interface will open the panel by instantiating it from the Prefab. This may seem I am having trouble activating my UI panels after deactivating them. I will try to keep it to the point. SceneManagement; public class KillObject : MonoBehaviour { public Vector2 spawnPos; private Vector2 Hello, Im trying to make a UI dialogue box for an NPC, but whenever I try to set the UI text box gameobject to active, I get the following error: “NullReferenceException: Object reference not set to an instance of an obj I checked it with Log Outputs. log after the set active still shows up. (For example, when I switch menu modes and enter image description here But in actual testing, when I click the button, the UI will be disabled, and the function in Onclick will not be called. However the UI is not activating again. Depending on the type of unit, I want to deactivate a // If you press the second Button (Set Active Button), it sets the second Scene as the active Scene (and outputs the current active Scene to the console) using UnityEngine; using UnityEngine. Enable and disable will only activate them or deactivate them but they will still show in the scene. In that case, calling SetActive will not activate it, but only set the local state of the GameObject, which you can check using GameObject. I'm new to coding and Unity, I'm working on a simple click style game to learn the basics of both. The button seems to work fine and it does show and hide as expected. SetActive(false); The first worked for me, the second did not. Before disabling: After disabling and then enabling: How should I be hiding the UI when it isn't needed? Cheers. carlqwe August 4, 2015, 1:11pm 1. Net 6 you could consider making less of the API internal but instead decorating with [RequiresPreviewFeatures] and making it so developers must opt-in to using said decorated APIs via the editor (which would cause the C# assemblies Unity generates for user code to have the required flag to use APIs decorated with that attribute). And when it track image target its lost. We have multiple UIDocuments, e. Hi! I am currently trying to get GameObjects to toggle on or off when a UI button is clicked. This is as simple as it seems to be. Maybe when Unity progress to . It can lead to rebuild the whole Canvas if I call an UIElement. I think I know what may be going on, but I’m not sure how to solve it at this time. The SetActive(true) is called twice until it opens. I have a UI container (canvas) that contains among other things, my finishMenu. SendMessage("HideAllActiveUI", Build skills in Unity with guided learning pathways designed to help anyone interested in pursuing a career in gaming and the Real Time 3D Industry. Because of this, the code that will unhide your character can never run. I want my button to activate an inactive ui image in the hierarchy through c# called "Responded_A" when the "Response_A" button is clicked. I tend to have 5+ panels and references to them from several scripts that interact with those panels in some way. As a result, the Update() method is no longer executing. Resizing the window will then update the UI without the element, though Canvas Unity Set Component Active: An . I assume this will use setActive in someway, but I'm just . But is this the best way of doing it? Blue: GameObject hierarchy in the scene. for loading the scene I’m using plugin GUIAnimator asset to animate my UI elements. navigation: The Navigation setting for this selectable object. enabled = false; } You should probably also be using SetActive() on the GameObject itself. So basically im making a chest reward on the ui and the player can click on the chest image to open it then I set active a random ui object from a list and that rewards them. But it seems like once deactivated there’s no way of getting them back. – Luis. I'm working on a college project making Tetris, in Unity. I’m having trouble setting up my Menu and Pause canvas This is weird my code worked before. using The SetActive method is to activate and deactivate a gameObject and the enabled property is to enable and disable a component on a gameObject. SetActive(true) Button1. In my Game, i want to disable the Text “Game Over” at the start of the Game and enable it if the Lives of the Player are <= 0. UnityEngine. From a performance and garbage collection viewpoint, is it better to make each UI invisible when not needed (e. On the AppMenu object, I have a script attached, through which I Unity Discussions Button UI set active from script. Rebuild(); Or just Rebuild() if you're already on a component that inherit Graphic, You can also try to move the object so that the internal state of the object get dirty and unity rebuild it, like this : I need to display the text in a UI canvas after certain conditions has been met. This works quite well for simple buttons with icon or text on top where all the child elements are . I am making a restart button in unity to restart the game, but the problem is that the button won't appear again after I have hidden it during the game. However, while I was able to make almost everything work I am a bit confused about the button prompt aspect. SetActive? It is really handy when you need to bind GO activity to some condition, but how does it affect performance? For instance, in UI SetActive causes canvas redraw. But it seems like once deactivated there’s no way of getting them Activate or deactivation the object. Let’s say you want to implement a button that toggles some other UI component’s visibility state. I've a function ShowGameOver() that, when the game ends, hides the score and activates a game over overlay thing: Your tests are most likely biased by the UI not actively updating until it’s time to repaint: So where as SetActive() is performing a bunch of calculations upfront, setting the alpha to 0 and immediately back to 1 or moving transforms probably isn’t triggering much internally until later on, when the relevant SetLayoutXYZ functions are called by Unity. Find(). On the other hand, the second method is an event handler which is called by the Unity Events system. I have a VR environment built in Unity. I have an UI element which has an Animator component attached with a simple looping animation that fades it in and out. I am making a game in Unity, where I need to disable and enable a gameObject, and I thought that itemBought. It looks like your countText variable is null or Unity is I don’t know what Unity does when we call this. I'm using an if/then statement, where if the user has insufficient funds but tries to buy something, a UI panel with an alert gets enabled using Activates or deactivates the GameObject locally, according to the value of the supplied parameter. I tried to attach a script to the button, but it doesn’t really work using UnityEngine; using System. I want to ask that is there any technique by which I can get a call back or something similar to OnBecameVisible () for Unity UI elements. x ( 5. So I want to only activate when it enters a trigger. By itself, SetActive() is pretty fast. (Or if you don’t know which your object is, try both and check the result of GetComponent. SetActive() The SetActive method activates/deactivates a game object in the scene, depending on the Boolean value you pass to it as an argument. It works fine, but when I click the button, I call SetActive on their parent to disable them and bring up a new set of buttons, and when I go back to the original buttons, they are stuck in partial animation rather than being back to scale 1. It executes a lot of stuff, but it also calls the Finish() function on my UI container: Chain pseudo-classes. UI; public class Example : MonoBehaviour { bool m_SceneLoaded; public Button m_LoadSceneButton, m_SetActiveButton; Hello! Simplified, I have a UI menu in which I have a parent object called AppMenu, and some child objects which are the actual menu items (File, Edit, etc). 1. , 001) and certain game objects become active/inactive based on that number. Our original solution: A root GameObject with a single Canvas + GraphicRaycaster. I was pulling my hair out trying to figure out why OnBecameInvisible wasn’t working with a Cinemachine virtual camera and it was because my scene view was pulled absurdly far back, keeping everything visible. SetActive(false); gameObject. It works How to deactivate current object in array and activate next one by using button click? public GameObject[] gameObjects; private int numOfgameObjects; void Start() { //current object gameObje Hello, I have a script here, in this game, the enemy objects are set active at different time intervals and attack the player. Unity set ui image as active onclick. 0f2 by putting a Canvas down, setting it to Worldspace, giving it an Image as a child, and then either using Destroy or SetActive(false) on the Canvas during play mode in the Editor. Ive come so far as been able to activate the gameobject with a OnClick / gameobject SetActive. 1. Unity currently supports three you can try rebuild the UI Element like this : myGameObject. But I am experiencing a very weird and different problem. I’ve been trying to figure out what I’ve been doing wrong for some time but right now I’m not sure what to do anymore. All the menus deactivate with no problem. I want to press the key “I” on the keyboard and have an image appear and after pressing “I” on my keyboard again, the image will disappear. SetActive only sets the local state of the GameObject, represented by the value of Using GameObject. GameObject. SetActive(false) I have a parent object that is not meant to be activated until later in the game. Hello I have a question about ui buttons. setActive(false); line (21,14) Invoke SetActive() As an example, for a UI Button: using UnityEngine. find ("nameofobject") in the start. I’m trying to get my movement code to unlock the mouse when the pause menu is active, but I don’t know how to check if the panel Hi! I have this script for activationg my collectables again in the scene. Find couldn’t find it since it was not loaded into memory ), you have to store it first Hello, I created a GUI Text and a GUI Button. I deactivate the canvas panel with the associated animation in order to show an other panel. Hey I’m trying to see if this bug is reproducible for systems other than my own, currently I can crash a brand new empty project in 5. When i gameObject. I’m trying to make a first person parkour puzzle game thingy, and I’m coding a pause menu. It was quite helpful for me. I’ve created an extremely simple test case attached below, with the following steps: I've just tried this, the debug. It loads from an other script where all my health, hunger and thirst is, and if i have less than 30 health it should disable my current scripts that are atatched to my camera, and activate some other scripts that is also atatched to my camera. After pressing 'Start' in main menu i'm loading UI and 1st level additively. GameObject' does not contain a definition for `setActive' (Unity) 1. Is there a better and easier way to write this script? public int score; public GameObject round1; public GameObject round2; public GameObject round3; public GameObject round4; public GameObject round5; public int timeround; public One more workaround that which works slightly better than checking fullyExited flag, but isn’t universally applicable is to to disable “raycastTarget” option for all the child objects. The fix is simple. I want to know is there a way to solve this problem? Or I need to use another method to show Quit-BG is my Red-ish UI background image, and Quit-FG is my Black foreground image, and QuitTxt is actually my text image "Do your wish to quit", not a Text UI. Generic; using UnityEngine; using UnityEngine. For example, if ID# 001 is entered in the UI then the light object is set to inactive in Hi guys, to make it simpler, here’s what’s I’m trying to do: (Player collects 2 objects = Door_1 open) (Players collects the 3rd object = Door_1 close and Door_2 open) I’ve already create a variable “count” where I can store the collectable objects and access to it from other script, but I’m having a little issue: when I code this, the Door_1 gets closed: void Update() { if Thank you for helping us improve the quality of Unity Documentation. I'm trying to create a market simulator in Unity C#, where you can buy/sell items using a preset amount of money. I have a canvas called “Restart Screen” and a text called “hsLabel” which is attached inside Restart Screen. The code is called when a client is connected to the server. I just need help with a simple code to be able to use a UI button to toggle on and off a GameObjects enable/disable checkbox in the inspector. I assume this will use setActive in someway, but I’m just starting out and a little lost. As opposed to what is found in the Unity docs. I’d like to have a user interface where the research assistant can enter a participant ID # (e. I have a script attached to the canvas image that is supposed to enable the image and disable it, but I can’t seem to find it in the scripting reference. SendMessage("HideAllActiveUI", SendMessageOption. As I guest, it just returns a bool field immediately, does anybody know is this correct, or Unity must do something else before return this? More, GameObject. 14f1 So as the title reads I’m using gameObject. 6 ui. SetActive(false); square. So I’m trying to create a “You won” screen after you collide with a specific object. but it always starts off kinda paused, because the canvas Ui is blackened and I see the buttons, but, I cannot press them, and this is a fps game and I You set the GameObject to disabled with SetActive(false). 4. I want my shoulder buttons to nav these buttons. Sooo, at first sry for my not so good english^^. I'm trying to hide my UI in Unity but uiObject. I've created several scenes: MainMenu, UI, 1st level and 2nd level. Every Windows 11 Unity 2022. i want it to be able to turn it off the same way, when you press the button again. I made an extremely primitive pickup / hold/ drop system with a hotbar with 5 slots and you can switch between, depending on the item in it, it will create that object, put it into your hand (blank transform) and when you scroll onto the next Sometimes it's worth focusing on optimization, but you should check if it's necessary effort. For some reason GameObject. I am using unity 5 and able to do it by playing On Click() button parameter right in the inspector: I click "+", drag my panel in object field, and the select GameObject > I don't even have to open the options dialog box: I put SetActive(false/true) statements in my game code and it immediately kills the graphics updating for that panel. Commented Dec 24, 2018 at 21:29 @Luis how to call it in Main thread (from Unity): Starting from Unity 2017. So I can resume or go back to the main menu. My hierarchy is like so, PanelB is the panel that gets set active after PanelA is inactivated: The script called when the dropdowns option is selected is called like so in Start(): Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, In that case, calling SetActive() will not activate it, but only set the local state of the GameObject, which can be checked using GameObject. Instead of using SetActive(true) for UI, disable the component by modifying the enabled property. , once per frame? I have a problem with hiding the UI panel in Unity. public Text hsLabel; public GameObject restartScreen; void Start(){ restartScreen. Courses. Button button = GameObject. timeScale = 0f; } However, my finishMenu isn’t activating. If it doesn't exist, then spawned and hangs around for at least a minute before disappearing, then I use instantiate a prefab. I use an OnCollisionEnter2D on my player to detect it, and then call a function on my UI container, as seen below public void Finish() { Debug. SetActive(false); foreach(var comp in GetComponentsInChildren<MonoBehaviour>()){ comp. GameObject' does not contain a definition for `setActive' (Unity) 0. I’ve searched a lot for the issue I’m having and either cannot find what I’m looking for, or am searching the wrong thing. SetActive (true Unity Discussions How to set UI button active on game end? Questions & Answers. If it's enabled and disabled within seconds, then keep it loaded and use SetActive. Is there a way to shorten the script, so I do not have to write 15 different Hi, Trying to figure out a simple way to know if a UI button is currently highlighted or not, this is for using a gamepad or keyboard, so I can’t use OnPointerEnter or OnMouseOver methods or anything that exclusively uses a mouse. the first thread that was I’m making a turn based combat system. SetActive(false); You need tp reference the gameObject to set active. I’m affraid that enabling all the unused UI elements would affect my performance. Thank you for explaining this, GroZZleR. When i put canvas image on image target its appear in game play. So, that said, and that it HAS been a while, you can probably search on unity "Behavior" But looking at this Unity link, it also states that if the parent object is not active, neither will any child under it. Unity object reference not set to an instance of an SetActiveを使用した具体例. When the player dies, this shop screen opens. When the player’s turn is done the UI’s SetActive turns and it calls the Enemy’s function to begin their turn. No matter if it's Alpha is zero or not, the mesh is redrawn. thanks once again (: Working on a guess that panelendturnButton is a UI Button can you try. In my scene I have some pop up dialogs that active in the scene but the plugin set the initial scale value of all UI elements to 0. Note that a GameObject may be inactive because a parent is not active. SetActive GameObject to true not working in Unity 5. I understand the Animation occurs at the end. My problem is the panel won’t become active again, the script is not on the panel itself, it is on the main camera. It’s still rendered, just inactive. Here’s my code: [SerializeField] private string sceneName; private GameObject player; private LevelLoader levelLoader; In this instance, the first method is called by a custom game controller which runs a game loop on a separate thread. If I want to turn the interatible boolean on the button to on or off throught a script how do I do so? Thanks The situation is simple. Collections; 【Unity】CanvasGroupを通じてUIの表示/ The SetActive method is to activate and deactivate a gameObject and the enabled property is to enable and disable a component on a gameObject. For TextMeshPro - Text(UI) components “raycas target” option is hidden under “Extra settings”. I pass in a GameObject reference, and if the button is clicked, I pass it to a function which switches a global boolean and passes that to SetActive(). Ui set active not working I am working on my game and I wanted a pause menu. So GameObject. SetActive(). SetActive(false);}} can you explain why this works?i think there isn’t much difference between F. So the Win() function is triggered on there. I have a panel for a point and click adventure style game with a constant nav on the bottom of the screen using the 4. If the GameObject does not exist in the scene, or in your case the UI Element that contains the Image, is not in your scene SetActive(true) or Enabled = true will not have any effect. Child objects are game screens. Code: using UnityEngine; using UI elements can only be modified in the UI thread, you are calling SetActive inside another thread. SetActive(false); } Hey All - I’m running an experiment (at a university) using Unity. gameObject. It has multiple child objects (buttons) that i want to set active depending on some variables. Since you can’t activate it if it was already deactivated before start ( because gameObject. Hi, i have this strange Problem: i have a ui prefab that represents an entry for a list. 4. It generates meshes that represent the UI elements placed on it, regenerates the meshes when UI elements change, and issues draw calls to the GPU so that the UI is actually displayed. I have a Dialogue Box (A Panel with a few TMPro inside of it) and other UI elements like this and a Dialogue Manager. spriteState SetActive works on the GO and is pretty much a shortcut to disable all components at once. But that only turns it on. Hello, I m using Unity 5. like in most games when you press escape and it opens a pause Hello, I’m making a 2D platformer game and I’m using a game controller to deactivate and reactivate the UI depending on what scene the player is in. activeSelf. This is very annoying, now I am trying to move the Player position via special Animation (only triggered at some specific situation) but if I manipulate the position via Animation (even if is not active now) Hello i want to set up some text im my game so when i enter a serain trigger it should be visable but after like 2 or 3 secounds it should be invisable again. method SetActive (true); does not work С# Unity. UGUI的开关方案一种是使用SetActive进行的 但是这种方案其实有一个弊端,我们来测试下 每帧进行1000次的SetActive 的true和false 这是我们的UI,上面挂了一些 按钮 图 So I have a finishMenu that I'd like to activate when the player finishes the level. Thanks! Hello, This is my first post here. For example, the following USS rule chains the :checked and :hover pseudo-classes together to change the color of checked Toggle elements when a user hovers the pointer over them. 1f1 Personal. Edit It is commonly known that it is difficult to SetActive(true) after the object has already been SetActive(false). I’m not proficient in C#. I Activate or deactivate the object, where true activates the GameObject and false deactivates the GameObject. I have tested that if I have the object active before I test, and use the line “. Find("RestartButton"). UI; using System. g: if setting an object to active, does it verify that it is already active ?) I have used using UnityEngine; using UnityEngine. There is an entire talk on this by Unity where I have timestamped it below, I would encourage watching this to see how Unity works when it comes to UI I want to create a loading system that will know the priority of some systems and will wait for them to instantiate first. Deactivating a GameObject disables each component, including attached renderers, colliders, rigidbodies, As with most performance-related questions the answer is: it depends. Ask Question Asked 9 years, 3 months ago. I have labeled it with the tag “GameUI” and am able to reference it and everything. View all Pathways. However, the first time those two button pop out, the screen will have lag. The second, third time and so on will have no lag. Using either Find(object). The enemyAI code and the playerbattlecontrol code are NOT parented to the Hi, Our game is 100% based on the new UI. Now, by clicking on the button, the GUI Text has to be activated or deactivated when it’s already displayed. e. I have a simple action where when the player runs out of lives a panel comes up. I would also like to put a loading % if it’s possible e. Share. You will need to instantiate the object. UI; aButton. X, unity now requires changes to UI components to be run on the Main thread (i. gameObject. You would have to prepare two buttons on the top of each other, assigning callbacks like this: Button1: Something. I am using button. 6 and so far I’m loving the new UI. How do i manage this? USING JAVA My code: #pragma strict v Aha, got it. g. . Per game screen, I am using a root GameObject with a custom PanelScript Hi all. ), they are not being activated (if set to true), only when i Ok so, I have a canvas. I already have “using UnityEngine. Object. I think some guidance here could really set me in motion. SetActive will either hide or show depending on true or false statement. i have triange on my ps3 as the button to activate the other panel, another navigation menu for items, keys, docs, options, and save/load sort of like darksouls i guess. I'm using Unity 2d right now and I'm making some inventory Ui but I cant seem to figure out how to open and close UI with one key. While the shop I am making a game for Mobile and am trying to make an on screen button appear and disappear when my character enters a collider trigger. ) (Setting the scale to 0 will technically get what I found it severely inconvenient that UI components do not have a “ToggleActive()” method. SetActive(true); GameIsFinished = true; Time. Problem: When one or more elements change on UI Canvas, it dirties the whole Canvas. But when I reactivate my Laser Charge animation panel what happens is it plays the sound effect just fine, but my animation does not play, it just shows the final state of Stack Overflow for Teams Where developers & technologists share private knowledge with coworkers; Advertising & Talent Reach devs & technologists worldwide about your product, service or employer brand; OverflowAI GenAI features for Teams; OverflowAPI Train & fine-tune LLMs; Labs The future of collective knowledge sharing; About the company I have buttons being animated to scale to 1. SetActive(false); and gameObject. In that case, calling SetActive () Hello everyone! So i’m struggling (noob) to activate a UI when game is over. I want to know your opinion about best performant optimized solution to make menus and screen transitions using the new UI. cull = false. In UI layer I have a shop UI and other bits that I never want to unload. ylpyhm xexwg nmog xxft satnjh yewddjev qaj rsmua zcjer xzi