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UGTK / Toolkit / Utility Systems / Activation System Completed

Utility Systems — UGTK

Activation System

Summary

The Activation System within the Unity Games Toolkit (UGTK) manages the activation states of GameObjects. It provides control over GameObject activation, including activate, deactivate, and toggle (change) states. This system is essential for dynamic gameplay scenarios where the state of GameObjects needs to be controlled programmatically.


Content


Modules Dependencies

The Activation System module does not have external dependencies within the UGTK. It can be used independently.


Setup

To set up the Activation System, follow these steps:

2D Change Activation

  1. Add 2DChangeActivation Prefab in your scenere:

  1. Define the list of target GameObjects and specify the desired activation type for each.:

3D Change Activation

  1. Add 3DChangeActivation Prefab in your scenere:

  1. Define the list of target GameObjects and specify the desired activation type for each.:


How To Use

To use the Activation System, utilize the following methods, called by code:

  1. Apply Modification:

Call the ApplyModification method to apply the activation changes to the target GameObjects based on their specified activation type. You can call this funct by code or by buttons or triggering events

    mn_GameObjectActivation.ApplyModification();

Testing Scene

To try this system, you can utilize the following examples in the scene ActivationScene:


Technical Info

The following are the main scripts and workflow of the Activation System. Refer to the UML section for the detailed structure.

Scripts:


© 2026 Marcello De Bonis. All rights reserved

Real dependenciesOpen in the map →

Measured from the repository: code references (asmdef) plus prefab and asset GUIDs. Importing this module alone brings in 0 modules in total.