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repro: deactivate the parent of a bunch of renderers then add
[GetComponentInChildren(includeInactive: false)] public Renderer[] renderers;
all renderers including inactive will be added to the array
The text was updated successfully, but these errors were encountered:
#103 use activeInHierarchy than activeSelf, so it's the same behavior…
36c3fba
… of Unity's built-in ones
Fixed in 3.6.0
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TylerTemp
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repro:
deactivate the parent of a bunch of renderers then add
all renderers including inactive will be added to the array
The text was updated successfully, but these errors were encountered: