Unity Basics
  • Welcome
  • Getting Started with Unity Software
  • Helpful Shortcuts
  • The Unity Software Interface
    • The Default Interface
    • The Windows (Tabs)
      • Hierarchy Window
      • Scene Window
      • Project Window
      • Inspector Window
      • Game Window
      • Console Window
    • Other Layouts
      • Create a Custom Layout
  • Create
    • Creating Game Objects
      • 3D Primitives
      • Creating Game Objects in the Editor
      • Spawning Objects
      • Unhiding/Hiding Objects During Gameplay
      • Parenting
    • Creating Assets
    • Creating Components and Scripts
      • Adding Components in the Inspector
      • Creating Custom Components and Scripts
    • Creating Prefabs
  • Select and Update
    • General Selection
    • Search and Focus
    • Updating Game Objects
      • Updating Game Objects in the Editor
      • Updating Prefabs
    • Updating Assets
    • Updating Components
      • Update Components in the Inspector
      • Accessing Components Through Scripts
  • Delete
    • Deleting Game Objects
      • Deleting and Disabling Objects in the Editor
      • Using the Destroy() Function
    • Deleting Components and Scripts
      • Disabling and Removing Components in the Editor
      • Disabling and Removing Components During Gameplay
  • Translate, Rotate, and Scale
    • Intro to Transforms
    • Handy Transform Shortcuts
    • Translate
      • Positioning Game Objects in the Editor
      • Updating Position Through Script Code
      • Using the Transform.Translate() Function
    • Rotate
      • Rotating Game Objects in the Editor
      • Updating Rotation Through Script Code
      • Using the Transform.Rotate() Function
    • Scale
      • Resizing/Scaling Objects in the Editor
      • Updating Scale Through Script Code
    • Controlling Speed
    • Common Issues with Transforms
  • Materials
    • Material Basics
      • Creating and Applying Materials
      • Accessing Materials Through Code
  • Physics
    • Physics Basics
    • Colliders and Triggers
      • Collider Component Overview
      • Accessing Colliders Through Scripts
      • Common Issues: Colliders and Triggers
    • Rigidbody Component
      • Rigidbody Component Overview
      • Accessing the Rigidbody Component Through Scripts
      • Common Issues: Rigidbody Components
    • Common Issues: Physics and Velocity
  • Interaction
    • Interaction Basics
    • Keyboard Controls
    • Mouse Controls
  • Coding Basics
    • Intro to Scripts
    • Variables
    • Conditionals (If / Then / Else)
    • Arrays
    • Loops
    • Functions
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On this page
  • Enabling and Disabling Components
  • Removing Components
  • Avoiding Errors

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  1. Delete
  2. Deleting Components and Scripts

Disabling and Removing Components During Gameplay

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Last updated 4 years ago

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You won't have access to the checkbox and menus in the editor while the game is playing, but you might want to turn on and off or remove components.

Enabling and Disabling Components

In the examples below, the following variables are used:

public GameObject thing;
public Transform thingTransform;

Use the boolean value .enable or turn on components.

Example of turning on the collider on a game object:

thing.GetComponent<Collider>().enabled = true;

Example of turning off the collider on a game object:

thing.GetComponent<Collider>().enabled = false;

Removing Components

Use the Destroy() function to remove components. Go to the link below for more information.

Avoiding Errors

You will get an error if you try to enable, disable, or remove a component that is not there.

You can check to see if a component is there by using this script.

Example of checking for a Rigidbody component:

if (thing.GetComponent<Rigidbody>() != null)
{
    // There is a Rigidbody component
}

Using the Destroy() Function
Accessing Components Through Scripts
Creating Custom Components and Scripts