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Disabling unknown script components in Unity 5

I have this hacked together in Unity 4, but I run into a bit of a problem in Unity 5... I basiclly run through all objects in my scene and disable select components - whatever script I have dragged into my custom inspector. **Now I have this working in Unity 4** because of *deprecated methods/functions* and was wondering how to upgrade this over to Unity 5. for (int zz = 0; zz < allObjects.Length; zz++) { var a = allObjects[zz].GetComponents(typeof(Component)); foreach (Component j in a) { if (j.GetType() == script.GetClass()) { Debug.Log("You have " + j.name + "on component"); j.active = false; } } } Like I said, I kind of hacked it together. **j.active = false; is no longer is a useable solution.** Any idea's anyone? Oh and the script is typeof(MonoScript)... so I can grab any script... Also as someone mentioned before - *Component class by default does NOT have an enabled variable* so how else can I disable a component? How does Unity do it? Surely there is someway this can be done. ! Edit should be j.active = false;

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