Hide/Unhide object in Unity3D via script
20,681
use Renderer.enabled
bool enabled;
Description
Makes the rendered 3D object visible if enabled.
example code:
public class ExampleClass : MonoBehaviour {
void Show() {
renderer.enabled = true;
}
void Hide() {
renderer.enabled = false;
}
void HideChildren()
{
Renderer[] lChildRenderers=gameObject.GetComponentsInChildren<Renderer>();
foreach ( Renderer lRenderer in lChildRenderers)
{
lRenderer.enabled=false;
}
}
void ShowChildren()
{
Renderer[] lChildRenderers=gameObject.GetComponentsInChildren<Renderer>();
foreach ( Renderer lRenderer in lChildRenderers)
{
lRenderer.enabled=true;
}
}
}
Author by
or azran
Updated on September 01, 2020Comments
-
or azran over 3 years
i want to set part of my scene to be hidden before everything starts, so lets say i have some
isHidden
(which im trying to find) property that i set totrue
before, or at the first frame of my scene.at some point i want to unhide it and trigger the animation, i know how to trigger the animation. and the only way i found to hid object is to set it like :
SetActive(false);
it does hide is, but when i am trying to access it later in the script with
GameObject.Find("gameObjectName");
it returns null. so, what is the correct approach to hide or hide
GameObject
via script. this is not aMesh
so it dont have a mesh renderer.