Closed bartlomiejwolk closed 9 years ago
Are you talking about gameObject.SetActive in particular?
yeah, but also other methods and properties in the GameObject.
Go to DelegateDrawer.cs, change the function calls in the lines (might have slightly different numbers) 236 and 506 from: GetAllComponents to GetAllComponentsIncludingSelf - That will include the gameObject in the list of targets.
It works, thx. Will this change be included in the next release? I would really want that.
Sure
In UnityEvent, when I reference a game object, I can select GameObject and the SetActive() to either activate or deactivate the game object. It's really usefull but uDelegate seem to not have this option?