Hide and Unhide Game Objects in Unity: The Developer's Complete Playbook
Learn the difference between deactivating GameObjects and disabling components to control your game's flow, manage UI, and optimize performance like a pro.
Here's the thing - I remember when I first started working with Unity at Carnegie Mellon, I spent hours trying to figure out why my enemy spawner wasn't working. The objects were being instantiated, the code looked perfect, but nothing appeared on screen. Took me three days to realize I had accidentally set all the enemies to inactive. Yeah, one tiny SetActive(false) call buried in my initialization code was making my entire game feel broken.
That's when I learned something crucial: understanding how to hide and unhide game objects in Unity isn't just about making things disappear and reappear. It's about controlling the entire flow of your game - from UI menus that slide in at the right moment to secret platforms that materialize when players solve puzzles.
Actually, wait - let me back up. If you've ever wondered how games create those satisfying moments where doors unlock, power-ups appear, or menus smoothly transition in and out, you're looking at object activation and deactivation at work. And trust me, once you master this fundamental concept, you'll start seeing opportunities to use it everywhere in your games.
What Makes Objects Appear and Disappear (And Why It Matters)
You know what's funny? Most students think hide and unhide game objects in Unity is just about making things invisible. But that's like saying a light switch just changes the color of a bulb. When you flip that switch, you're controlling power flow, heat generation, electricity consumption - the whole system.
Same thing happens when you call SetActive(true) on a GameObject. You're not just making it visible - you're activating every script attached to it, enabling all its physics interactions, turning on its rendering pipeline, and making it part of the scene's active hierarchy. It's like bringing that object to life in the game world.
The fundamental concept here is simple: hiding and unhiding GameObjects is about controlling the visibility and activity of any object in your scene. This solves the critical problem of managing the game state, such as showing or hiding UI menus, activating or deactivating enemies, and controlling the flow of your game.

Here's how I explain it to my students: think of a GameObject as a complete entity with multiple systems. When it's active, all these systems are running - scripts execute their Update() methods, renderers draw to the screen, colliders participate in physics, and audio sources can play sounds. When you deactivate it with SetActive(false), you're essentially putting that entire entity to sleep.
The Two Faces of Hiding: Complete Deactivation vs Component Control
Been there - staring at Unity's Inspector wondering whether to uncheck the GameObject or just disable its Renderer component. Let me break down the difference because this confusion cost me weeks during my KIXEYE days.
To properly hide objects, you need to understand the difference between deactivating a GameObject and disabling one of its components:
- GameObject.SetActive(bool): This is the primary method for hiding and unhiding. It toggles the active state of the entire GameObject. When a GameObject is inactive, it is completely removed from the scene in almost every way.
- activeSelf: This property tells you the local active state of a GameObject. It returns
trueif you have set the object to be active, even if its parent is inactive. - activeInHierarchy: This property tells you the true, current active state of a GameObject in the scene. If an object's parent is inactive,
activeInHierarchywill befalseeven if its localactiveSelfistrue. - Component.enabled: Most components, including scripts (
MonoBehaviour),Renderer, andCollider, have anenabledproperty. Settingenabledtofalsedisables just that one component, leaving the rest of the GameObject active. - Renderer: The component responsible for drawing the object's mesh on the screen. Disabling the
Rendererwill make an object invisible, but it will still exist and function in the scene.

I learned this the hard way when working on a stealth mechanic. I was trying to create an invisibility effect by deactivating the entire player GameObject, but that also disabled the movement scripts. Players would press the invisibility key and suddenly couldn't move at all. The solution? Disable just the Renderer component, keeping everything else functional.
Your Essential Toolkit: Methods That Actually Work
Let me show you the exact methods I use when I need to hide and unhide objects in Unity. These are battle-tested approaches that have saved me countless debugging hours:
Complete GameObject Control
Completely Deactivating a GameObject: Using SetActive(false) is the most common method. It disables the GameObject and all of its children, stopping all associated scripts, rendering, and physics.
// Public variable to hold the object you want to hide.
public GameObject targetObject;
void HideObject()
{
// This will hide the object and stop its scripts from running.
targetObject.SetActive(false);
}
Checking the Active State: You can check if an object is currently active in the hierarchy before trying to interact with it. This is useful for preventing errors.
void CheckIfActive()
{
if (targetObject.activeInHierarchy)
{
Debug.Log("Target object is currently active and visible in the scene.");
}
else
{
Debug.Log("Target object is currently inactive or one of its parents is inactive.");
}
}

Visual-Only Control
Disabling Only the Visuals: Sometimes you want an object to be invisible but still functional (e.g., an invisible wall or a trigger area). To do this, you disable its Renderer component instead of the entire GameObject.[2]
Verified: Unity Docs - Renderer.enabled
// Get the Renderer component and disable it to make the object invisible.
void MakeInvisible()
{
Renderer rend = targetObject.GetComponent();
if (rend != null)
{
rend.enabled = false;
}
}
Actually, wait - let me tell you about a gotcha I discovered during a multiplayer project. When you disable a Renderer, the object still casts shadows and receives lighting calculations. If you need true invisibility for performance reasons, you might want to completely deactivate the GameObject instead.
Performance Wars: When to Use Each Approach
Here's a comparison table I reference constantly when deciding between approaches. Took me months to figure out these performance implications:
| Criteria | Approach A: GameObject.SetActive(false) |
Approach B: Renderer.enabled = false |
|---|---|---|
| Best For | Completely removing an object from the game temporarily, such as hiding UI panels or deactivating collected items. | Making an object invisible while keeping its logic, physics, and scripts running. Ideal for cloaking effects or invisible triggers. |
| Performance | More performant. Inactive objects do not have their Update methods called, saving CPU cycles. |
Less performant. The object's scripts continue to run, and it is still part of the physics simulation, even if not visible. |
| Complexity | Very simple. It's a single function call that affects the entire object and its children. | Slightly more complex. You need to get a reference to the specific Renderer component before you can disable it. |
| Code Example | myGameObject.SetActive(false); |
myGameObject.GetComponent<Renderer>().enabled = false; |
I remember optimizing a tower defense game where we had hundreds of inactive enemy prefabs in pools. Using SetActive(false) instead of just disabling renderers gave us a 15% performance boost because Unity wasn't calling Update() on dormant enemies.
The Game-Changing Benefits You'll Unlock
Understanding how to hide and unhide game objects in Unity properly opened up so many design possibilities in my projects. Here's what you'll gain:
- Performance Optimization: Deactivating objects that are not needed is a major way to improve performance, as Unity will not spend CPU time running their
Updateloops or rendering them. - Clean UI Management: The easiest and most common way to handle menus, pop-ups, and other UI elements is to activate and deactivate their parent GameObjects.
- Dynamic Gameplay: Allows you to create mechanics where objects appear and disappear, such as spawning enemies, hiding secret areas, or revealing power-ups.
- State Management: It provides a simple and effective way to control the state of your game, ensuring only the necessary objects are active at any given time.

Battle-Tested Techniques I Use in Every Project
Let me share the optimization tricks that have saved my projects from performance disasters:
Cache Component References Like Your Game Depends On It
Cache Component References: If you are frequently enabling/disabling a component, get the reference to it once in Awake() or Start() instead of calling GetComponent() every time.
// Good practice: Cache the Renderer reference.
private Renderer myRenderer;
void Awake()
{
myRenderer = GetComponent();
}
void SetVisibility(bool isVisible)
{
myRenderer.enabled = isVisible;
}
Trust me, you'll thank me later for this tip. I've seen student projects drop from 60 FPS to 20 FPS just because they were calling GetComponent every frame instead of caching the reference.
Smart Parenting for Group Control
Parenting for Group Control: If you have multiple UI elements or objects that need to be hidden at the same time, make them children of a single empty GameObject. You can then hide or show all of them with a single SetActive call on the parent.
This technique is gold for UI systems. Instead of individually controlling five different menu buttons, parent them all under a "MainMenu" GameObject and control the entire menu with one line of code.
The GameObject.Find Trap (And How to Avoid It)
Beware of GameObject.Find: The GameObject.Find() function will not find objects that are inactive. This is a very common source of bugs for beginners. Plan your references accordingly.
Verified: Unity Docs - GameObject.Find
I can't tell you how many debugging sessions I've seen where students were pulling their hair out because their GameObject.Find("EnemySpawner") was returning null, not realizing the spawner was deactivated by their game manager script.
Real Games That Nailed This Technique
Let me tell you about some brilliant implementations I've analyzed over the years. These examples show exactly how professional games use object activation:
The Puzzle Door Mechanic
The Mechanic: In puzzle games like The Witness, completing a puzzle often activates a door or a bridge, revealing a new area.
The Implementation: The door or bridge GameObject is initially set to inactive (SetActive(false)). When the puzzle is solved, a script calls SetActive(true) on that GameObject, making it appear and become solid.
The Player Experience: This provides a clear and satisfying reward for the player's efforts, visually opening up the next part of their journey.
What I find fascinating about this approach is how it creates that perfect "aha!" moment for players. The door isn't just appearing - it's becoming a functional part of the world with collision, rendering, and sometimes even accompanying sound effects.
The Invisibility Cloak System
The Mechanic: In stealth games like Metal Gear Solid, the player can use a cloaking device to become temporarily invisible to enemies.
The Implementation: This is a perfect use case for Renderer.enabled. When cloaking is activated, the player's Renderer components are disabled, but their movement scripts and colliders remain active, so they can still move around the world.
The Player Experience: The player gains a powerful tactical advantage, allowing them to sneak past enemies undetected while still being a physical presence in the game world.
After analyzing dozens of games, this stands out because it perfectly balances gameplay mechanics with technical implementation. The player character remains interactive while achieving the visual effect of invisibility.
Three Complete Blueprints: From UI to Cloaking Effects
Here are the exact implementations I use when students ask me how to build these systems. I've tested these in multiple projects:
Blueprint 1: Creating a UI Toggle for a Settings Panel
Let me show you how I approach building responsive UI systems. This is the exact method I use when working on Unity projects:
A. Scenario Goal: To create a UI button that opens and closes a settings panel.
B. Unity Editor Setup:
- Create a UI Panel (
GameObject > UI > Panel) and name it "SettingsPanel". - Create a UI Button (
GameObject > UI > Button) and name it "SettingsButton". - Create a C# script named
UIToggleand attach it to an empty GameObject (e.g., a "UIManager").
C. Step-by-Step Code Implementation:
- Create the Toggle Function: The script will hold a reference to the panel and have a public function to toggle its active state.
// File: UIToggle.cs
using UnityEngine;
public class UIToggle : MonoBehaviour
{
public GameObject settingsPanel;
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public void ToggleSettingsPanel()
{
// Invert the current active state.
bool isActive = settingsPanel.activeSelf;
settingsPanel.SetActive(!isActive);
}
}
- Hook up the Button: In the Inspector for your "SettingsButton", find the
On Click()event section. Drag your "UIManager" GameObject into the object field. From the function dropdown, selectUIToggle > ToggleSettingsPanel(). - Run: Start the game. The
SettingsPanelwill now appear and disappear each time you click the button.

Blueprint 2: A Blinking Platform that Appears and Disappears
When I'm working on platformer projects, I always recommend this technique for creating dynamic level elements:
A. Scenario Goal: To create a platform that phases in and out of existence on a timer, forcing the player to time their jumps.
B. Unity Editor Setup:
- Create a Cube GameObject to act as the platform.
- Create a C# script named
BlinkingPlatformand attach it to the platform.
C. Step-by-Step Code Implementation:
- Use a Coroutine for Timing: A coroutine is the perfect tool for creating timed sequences without freezing the game.
// File: BlinkingPlatform.cs
using System.Collections;
using UnityEngine;
public class BlinkingPlatform : MonoBehaviour
{
public float visibleTime = 2.0f;
public float invisibleTime = 2.0f;
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void Start()
{
// Start the blinking cycle.
StartCoroutine(BlinkCycle());
}
IEnumerator BlinkCycle()
{
while (true) // Loop forever
{
// Platform is visible
gameObject.SetActive(true);
yield return new WaitForSeconds(visibleTime);
// Platform is invisible
gameObject.SetActive(false);
yield return new WaitForSeconds(invisibleTime);
}
}
}
Blueprint 3: An Invisibility Cloak Effect
From my time at CMU, I learned that the best invisibility systems maintain player agency while creating the visual effect. Here's my go-to implementation:
A. Scenario Goal: To make a player character become invisible but still controllable and able to collide with objects.
B. Unity Editor Setup:
- Create a player GameObject (e.g., a Capsule) with a
CharacterControllerorRigidbody. - Ensure the player has a
MeshRenderercomponent (orSkinnedMeshRendererfor animated models). - Attach the following script to the player GameObject.
C. Step-by-Step Code Implementation:
- Cache the Renderer: Get a reference to the player's renderer in
Awake(). - Toggle Renderer on Key Press: In
Update(), check for a key press and toggle theenabledstate of the cached renderer.
// File: InvisibilityCloak.cs
using UnityEngine;
public class InvisibilityCloak : MonoBehaviour
{
private Renderer playerRenderer;
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void Awake()
{
// Get the renderer component. Use SkinnedMeshRenderer for animated characters.
playerRenderer = GetComponent<Renderer>();
}
void Update()
{
// Check if the 'C' key is pressed
if (Input.GetKeyDown(KeyCode.C))
{
// Toggle the renderer's enabled state.
playerRenderer.enabled = !playerRenderer.enabled;
}
}
}
Ready to Start Building Your First Game?
Learning how to hide and unhide objects in Unity is just the beginning of creating dynamic, engaging game experiences. But here's what I've learned after years of teaching game development: the difference between knowing these techniques and building professional-quality games comes down to structured practice and real project experience.
That's exactly why I created our comprehensive Unity course at Outscal. Instead of just learning isolated concepts, you'll build complete games from scratch, applying techniques like object activation and deactivation in realistic scenarios. From simple 2D platformers to complex 3D adventures, you'll get hands-on experience with the exact same systems used in professional game development.
Ready to turn your game development dreams into reality? Start building with our complete Unity game development course and go from beginner to professional game developer with structured, project-based learning.
Key Takeaways
- GameObject.SetActive() completely controls object existence in your scene - use it for temporary removal of UI elements, enemies, or collected items.
- Renderer.enabled provides visual-only control while maintaining functionality - perfect for invisibility effects and hidden triggers.
- Performance matters: Deactivated GameObjects don't run Update() methods, making SetActive(false) more efficient than just disabling renderers.
- Cache component references in Awake() or Start() rather than calling GetComponent() repeatedly to avoid performance hits.
- Parent objects strategically to control multiple UI elements or game objects with single SetActive() calls.
- GameObject.Find() won't locate inactive objects - always plan your object references before deactivating them.
- activeSelf vs activeInHierarchy - understand the difference between local object state and actual scene hierarchy status.
- Use coroutines for timed activation sequences to create dynamic gameplay elements like blinking platforms or delayed spawns.
Common Questions
What is the main difference between SetActive(false) and disabling a Renderer component?
SetActive(false) completely deactivates the GameObject and stops all its scripts, physics, and rendering. Disabling the Renderer component only makes the object invisible while keeping all its functionality active. Use SetActive for complete temporary removal, and Renderer.enabled for invisibility effects.
How do I check if a GameObject is currently active in Unity?
Use the activeInHierarchy property to check if an object is truly active in the scene, or activeSelf to check its local active state regardless of parent objects. The activeInHierarchy property is usually what you want for gameplay logic.
Why can't GameObject.Find() locate my deactivated objects?
GameObject.Find() only searches through active objects in the scene hierarchy. If you need to reference inactive objects, store the references in public variables or use other methods like caching references during initialization when objects are still active.
When should I use SetActive(false) instead of just disabling the Renderer?
Use SetActive(false) when you want complete performance optimization and the object doesn't need to run any scripts or physics. Use Renderer.enabled = false when the object needs to remain functional but invisible, like invisible walls or trigger areas.
Can I activate and deactivate child objects independently from their parents?
Child objects can be set inactive independently, but they won't become active if their parent is inactive. A child object needs all its parents to be active to appear in the scene, regardless of its own activeSelf state.
What happens to coroutines when I deactivate a GameObject with SetActive(false)?
All coroutines running on a deactivated GameObject are stopped immediately. If you need coroutines to continue running, move them to a different active GameObject or use a singleton manager pattern.
How can I hide multiple UI elements at once efficiently?
Create an empty parent GameObject and make all the UI elements children of it. Then use SetActive(false) on the parent to hide all children with a single call. This is much more efficient than individually controlling multiple objects.
Will disabled objects still participate in physics calculations?
Objects deactivated with SetActive(false) are completely removed from physics calculations. Objects with disabled Renderer components still participate in physics normally since only the visual component is disabled.
What's the performance impact of frequently calling SetActive() vs enabling/disabling components?
SetActive() is generally more performant for temporary removal since it stops all Update() calls and physics calculations. However, if you're frequently toggling visibility (like every frame), disabling the Renderer might be better to avoid the overhead of activation/deactivation.
How do I make an object reappear after hiding it with SetActive(false)?
Simply call SetActive(true) on the GameObject. You'll need to maintain a reference to the object since you can't use GameObject.Find() to locate inactive objects. Store the reference in a public variable or cache it before deactivating.