I'm creating a GameObject (rectangle with a texture) at runtime while starting my app and want to display it later. But if I set it inactive right away (myGO.setActive(false)
) or even while it's still creating it (directly after GameObject o = new GameObject()
), it shows up for a second, then disappears again.
I'm aware that I could create the GameObject the first time it's actually needed but I want to do all the setup like that while displaying a loading screen.
Is it possible to set a GameObject inactive instantly when it's ready but before it's actually displayed?
Code (shortened version):
private void StartUpMethod() {
GameObject myGO = MakePhoto(vertices);
if(myGO==null) {
ShowError("Error Message");
} else {
myGO.SetActive(false);
}
}
private GameObject MakePhoto(Vector3[] vertices) {
byte[] fileData = File.ReadAllBytes(path);
Texture2D tex = new Texture2D(2,2);
tex.LoadImage(fileData);
GameObject o = new GameObject();
Mesh m = new Mesh();
Material mat = new Material(Shader.Find("Standard")) { mainTexture = tex };
Vector3[] vv = new Vector3[] { new Vector3(0,0,0),new Vector3(length,0,0),new Vector3(length,width,0),new Vector3(0,width,0) };
if(o.GetComponent<MeshFilter>() == null) { o.AddComponent<MeshFilter>(); }
if(o.GetComponent<MeshRenderer>() == null) { o.AddComponent<MeshRenderer>(); }
o.GetComponent<MeshFilter>().mesh = m;
o.GetComponent<MeshRenderer>().material = mat;
m.vertices = vv;
m.uv = new Vector2[] {new Vector2(0,0),new Vector2(0,1),new Vector2(1,1),new Vector2(1,0)};
m.triangles = new int[] { 0,1,2,0,2,3 };
m.RecalculateBounds();
m.RecalculateNormals();
o.transform.Rotate(new Vector3(270,0,0));
o.transform.Rotate(new Vector3(0,0,270));
o.transform.position = new Vector3(x,z,y);
return o;
}
Maybe also disable the MeshRenderer
, then re-enable that too?
myGO.GetComponent<MeshRenderer>().enabled = false;