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2017.3.0f1: UI Panel won't disappear on SetActive(False)

Discussion in 'Linux' started by rjakob13, Dec 11, 2017.

  1. rjakob13

    rjakob13

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    Apr 13, 2016
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    I use the SetActive() method on the GameObject to toggle a UI panel on and off. This worked in previous Unity Editor versions but in 2017.3.0.f1 the panel is hidden initially (as it should be) and shown after it's made active but it won't disappear on SetActive(false).
    In play mode in the editor I changed some of the canvas values in the hope to trigger a redraw and the inactive panel goes away. That means the flag is considered but not until a certain condition changes on the canvas.
    Does anybody know about a workaround until this is fixed in some future version?
     
  2. mfontoura

    mfontoura

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    Does this happen when you do a build also?
     
  3. rjakob13

    rjakob13

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    Yes. In the editor in play mode I can change the canvas scaling "match width or height" setting slightly after (de)activating a panel to go around this problem but even that hack does not work in a built. As the 2017.3.0f1 is the first version after quite some time where I can build I only know how the previous ones acted in the editor and I never experienced that problem.
    This is quite annoying especially because this version is so much more stable than the ones I used before.
     
  4. wenderRondonia

    wenderRondonia

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    Mar 15, 2015
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    Also experimenting this then I went back to 2017.0b1, reported a bug and devs answered that the this issue is fixed in version 2017.3.0f2
     
  5. sharamun

    sharamun

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    Nov 26, 2016
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    My project built with Unity-2017.3.0f1 on Debian Linux 8.9 (Jessie) has similar problems where GameObject.SetActive(boolean) does not function properly (if at all) in test mode or during runtime from a build distribution.

    Test mode and build distributions with Unity-2017.2.1f1 on Windows 7 Pro SP1 works without issue on both Windows x86_64 and Linux x86_64, so this issue appears to be isolated to Unity-2017.3.x on Linux.
     
  6. deep_unity

    deep_unity

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    Jan 28, 2015
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    Meanwhile, 2017.3.0f2 build is not out, is there any workaround to make this work.
     
    wenderRondonia likes this.
  7. rjakob13

    rjakob13

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    Almost four weeks passed. Is there any fixed version planned?
     
  8. rjakob13

    rjakob13

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    This problem is fixed in the build 2017.3.0p2.
     
  9. rjakob13

    rjakob13

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    I was so enthusiastic that I can work on UI stuff again that it's almost complete now ;-)
    Screenshot from 2018-01-20 12-09-17.png
     
    PJayB likes this.
  10. Yubi

    Yubi

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    May 15, 2015
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    Confirmed indeed fixed in 2017.3.0p2! Thanks devs!