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No matter what I try, I can't get HideFlags.HideInHierarchy to perform like I expect it to. Should I be able to hide objects which are the children of visible objects? Blockquote
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You're not alone ;) But HideFlags are bugged at the moment (Unity 3.2). Didn't checked 3.3 yet, but there wasn't anything about HideFlags in the Release Notes. Thanks! I just submitted a bug report.
Mar 02 '11 at 03:35 PM
Aubrey Falconer
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One work around for now is if you call gameObject.active = false, then GameObject.active = true, it forces that entry in the Hierachy window to update (and therefore hide). I wrote a script similar to yours recently and thats how I made it work I tried to do as you said but it's only crashing Unity. Have you got any sample you could share with us? :)
Jun 14 '11 at 12:26 PM
hardwire
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