#Weird gameObject.SetActive behavior
1 messages · Page 1 of 1 (latest)
that is just a guess though, you would need to show some more code
The reason that moving the SetActive false to the end would cause the issue is because the OverlapSphere wouldn't grab disabled colliders
so disabling it in the beginning causes it to not hit itself (resolves the issue)
whereas putting it at the end would allow it to hit itself (causes the issue)