Unity3D activeSelf function always returns true [closed] - c#

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In my game, I have a script for switching weapons. The script relies on activating and deactivating gameObjects that you have picked up. As of now, the gameObjects get set inactive in unity, but the function activeSelf returns true no matter the actual state. A part of my script is attached. The If-statement works well and I can monitor the state in Debug.Log.
This should not be happening, and I have no idea what's the cause.

You control activity of weapon.gameObject, but then you check gameObject
gameObject.activeSelf returns same result every time because you don’t change it actually. You change weapon.gameObject.selfActive

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How to make the label looks like this in windows form application [closed]

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Closed 2 months ago.
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I want to know how to create a windows label that looks like this:
I tried to find a tool from the toolbox to create a label looks like that.But couldn't found.
As stated in the comments, that is a GroupBox with two RadioButtons in it:

Class instantation and method in same instruction? [closed]

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Closed 1 year ago.
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In php, it is possible to directly call a method on a newly created class instance.
(new MyClass())->classMethod();
Is it possible to do this in C#?
Yes, possible, although I am not sure why you need to do it (it is not recommended).
new MyClass().CallMethod();

How do I verify a function with a parameter type (string,object) using moq [closed]

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I have a event whose publish method has a signature as follows:
publish((string moduleName,object moduleData) payload)
I have a set up a mockEventAggregator and other necessary setups but I need to verify if it has been called once.
I am having a tough time trying to write the verify statement as the parameter seems a bit complex and confusing to me on how to implement it, as I'm not able to get the syntax right.
here's what I'm trying:
this.mockModuleEvent.Verify(x => x.Publish(It.IsAny<(string,object)>(), Times.Once));
You have wrong brackets. Move one bracket from the end after It.IsAny<(string,object)>()
this.mockModuleEvent.Verify(x => x.Publish(It.IsAny<(string,object)>()), Times.Once);

Loading a level in unity 5.5.0f3 [closed]

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Closed 5 years ago.
Edit the question to include desired behavior, a specific problem or error, and the shortest code necessary to reproduce the problem. This will help others answer the question.
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I am using unity 5.5.03f and I want to reload a screen once the character hits an obstacle, I do have the box colliders attached to both. But the code that I have is not working.
This is the code that I have for restarting the screen:
using UnityEngine.SceneManagement;
.
.
.
void onCollisionEnter2D(Collision2D collision){
// get the current scene name
string sceneName = SceneManager.GetActiveScene().name;
// load the same scene
SceneManager.LoadScene(sceneName, LoadSceneMode.Single);
}
I am using C# as my programming language for unity.
Any help and advice will be highly appreciated.
The code is fine.
But the function name would be OnCollisionEnter2D, not onCollisionEnter2D

debugging: The application does not display [closed]

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Closed 8 years ago.
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I just debugged my latest application, which reads content of txt files and shows them in a DataGrid. Unfortunately, if I debug my script, it is just shown in the Windows Taskbar with the preview of the application, but it does not display on screen. I cannot see it. Can you tell me why?
It is the only application. All my other applications work well.
EDIT: I use own settings for displaying my window. The window position was set to -32000 and -32000. That was my fault. Thank you!
Did you set your forms WindowsState to Minimized , maybe ?
If so change it back to Normal and it will show up.

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