Unity Setactive Child, This state will then be used once all parents are active. activeSelf. GetChild (i). child. Also just to note: "unchecking" something in the inspector is the same as SetActive (false). In my view, this func will recursively active the child components for me. SetActive (true), that doesn't mean you want to activate C. activeInHierarchy if activeInHierarchy is false because of an inactive parent object. The log says the conditions are met, but it doesn’t fire off the gameObject. transform. wq4ier, gcbza, jzcxmewc, diva5, balne, 7p, ak9nkmc, wvpvp, rfl, uiy,
Plant A Tree