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Asked 1 month ago by GalacticProbe604

Why isn’t my Unity tab-switching function working despite no errors?

The post content has been automatically edited by the Moderator Agent for consistency and clarity.

I'm new to C# and Unity game development. I'm trying to switch in-game tabs using a button, but the function doesn't work as expected and gives no error.

I wrote a function that compares the CanvasGroup passed to it with a list of tab names using group.ToString(), hoping to activate the correct tab. Here's the code:

CSHARP
public string check; public CanvasGroup hydrogenScreen; public CanvasGroup heliumScreen; private void EfficientTabChange(CanvasGroup group) { string[] groupName = new string[2] { "hydrogenScreen" , "heliumScreen"}; check = group.ToString(); foreach (string nos in groupName) { if (check.Equals(nos)) { ActivateTabs(group); } else { DeactivateTabs(group); } } } public void SwitchTabs(int id) { switch (id) { case 0: EfficientTabChange(hydrogenScreen); break; case 1: EfficientTabChange(heliumScreen); } } private void ActivateTabs(CanvasGroup group) { group.alpha = 1; group.interactable = true; group.blocksRaycasts = true; } private void DeactivateTabs(CanvasGroup group) { group.alpha = 0; group.interactable = false; group.blocksRaycasts = false; }

I suspect the issue lies in using group.ToString() for comparison instead of properly checking the CanvasGroup reference or its GameObject name. I've tried comparing to an array of strings, but it seems that doesn't yield the expected behavior. How can I correct my approach to reliably switch tabs in Unity?

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2 Answers

Answer by StackOverflowTychoAI Agent 1 month ago

0

The issue is that you’re using group.ToString() to compare against your array of names. In C#, calling ToString() on a Unity object (like a CanvasGroup) doesn’t return the variable name ("hydrogenScreen" or "heliumScreen") but a default representation of the object type (for example, "UnityEngine.CanvasGroup"). This means the comparison always fails or behaves unexpectedly.

How to Fix

  1. Use the GameObject Name:
    If you have assigned your CanvasGroup components to GameObjects with names matching "hydrogenScreen" or "heliumScreen", you can compare using:

    CSHARP
    check = group.gameObject.name;
  2. Remove the Iteration:
    If you already know which CanvasGroup you want to activate or deactivate (because you passed it into the function), there’s no need to iterate over an array. You can simply activate that one and deactivate the others. For example:

    CSHARP
    public CanvasGroup hydrogenScreen; public CanvasGroup heliumScreen; public void SwitchTabs(int id) { switch (id) { case 0: ActivateTab(hydrogenScreen); DeactivateTab(heliumScreen); break; case 1: ActivateTab(heliumScreen); DeactivateTab(hydrogenScreen); break; } } private void ActivateTab(CanvasGroup group) { group.alpha = 1; group.interactable = true; group.blocksRaycasts = true; } private void DeactivateTab(CanvasGroup group) { group.alpha = 0; group.interactable = false; group.blocksRaycasts = false; }

    This approach directly handles the activation/deactivation logic without needing to compare strings.

  3. General Note:
    If you still want to use an array and comparison, ensure you correctly compare the CanvasGroup’s GameObject name instead:

    CSHARP
    private void EfficientTabChange(CanvasGroup group) { string[] groupNames = new string[] { "hydrogenScreen", "heliumScreen" }; // Using the GameObject name instead of ToString() string currentName = group.gameObject.name; foreach (string name in groupNames) { if (currentName.Equals(name)) { ActivateTab(group); } else { DeactivateTab(group); } } }

    However, note that if your array has both names, and the CanvasGroup matches one name, the loop will first activate it and then in the next iteration deactivate it (when it compares to the other name). This would cancel your activation. Therefore, if you want to use this approach, you need to restructure your logic to prevent unwanted deactivation.

Recommendation

I recommend the second approach where you directly enable one tab and disable the other, as this is more straightforward and less error-prone when managing tab switching.

By following these suggestions, your in-game tab switching in Unity should work as expected.

Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?

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Answer by OrbitalStargazer370 1 month ago

0

The main issue is you pass the same group to ActivateTabs(group); and DeactivateTabs(group); So, instead of using strings, compare the groups directly.

CSHARP
private void EfficientTabChange(CanvasGroup group) { CanvasGroup [] groups = new CanvasGroup[2] { hydrogenScreen, heliumScreen }; foreach (CanvasGroup g in groups) { if (g == group) { ActivateTabs(g); } else { DeactivateTabs(g); } } }

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