{"action":"created","issue":{"url":"https://api.github.com/repos/TheSniperFan/unityserializer-ng/issues/21","labels_url":"https://api.github.com/repos/TheSniperFan/unityserializer-ng/issues/21/labels{/name}","comments_url":"https://api.github.com/repos/TheSniperFan/unityserializer-ng/issues/21/comments","events_url":"https://api.github.com/repos/TheSniperFan/unityserializer-ng/issues/21/events","html_url":"https://github.com/TheSniperFan/unityserializer-ng/issues/21","id":95404401,"number":21,"title":"UI items become enabled (bug or not?)","user":{"login":"PentagramPro","id":1443329,"avatar_url":"https://avatars.githubusercontent.com/u/1443329?v=3","gravatar_id":"","url":"https://api.github.com/users/PentagramPro","html_url":"https://github.com/PentagramPro","followers_url":"https://api.github.com/users/PentagramPro/followers","following_url":"https://api.github.com/users/PentagramPro/following{/other_user}","gists_url":"https://api.github.com/users/PentagramPro/gists{/gist_id}","starred_url":"https://api.github.com/users/PentagramPro/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/PentagramPro/subscriptions","organizations_url":"https://api.github.com/users/PentagramPro/orgs","repos_url":"https://api.github.com/users/PentagramPro/repos","events_url":"https://api.github.com/users/PentagramPro/events{/privacy}","received_events_url":"https://api.github.com/users/PentagramPro/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":5,"created_at":"2015-07-16T10:31:09Z","updated_at":"2015-08-05T19:23:32Z","closed_at":null,"body":"I'm integrating US-NG into my game and i've run into the following problem. Scene contains some UI panels which are disabled by default. They represent different dialog windows and I don't need their state to be stored. I didn't mark them as storeable because I know that US-NG should leave them 'as is' after loading the scene (disabled should remain disabled).\r\nThe problem is that they all suddenly become enabled and create a big mess on the screen. Is this intended? How can I workaround it? I'll try to look in the sources but they are a bit complicated..."},"comment":{"url":"https://api.github.com/repos/TheSniperFan/unityserializer-ng/issues/comments/128118024","html_url":"https://github.com/TheSniperFan/unityserializer-ng/issues/21#issuecomment-128118024","issue_url":"https://api.github.com/repos/TheSniperFan/unityserializer-ng/issues/21","id":128118024,"user":{"login":"PentagramPro","id":1443329,"avatar_url":"https://avatars.githubusercontent.com/u/1443329?v=3","gravatar_id":"","url":"https://api.github.com/users/PentagramPro","html_url":"https://github.com/PentagramPro","followers_url":"https://api.github.com/users/PentagramPro/followers","following_url":"https://api.github.com/users/PentagramPro/following{/other_user}","gists_url":"https://api.github.com/users/PentagramPro/gists{/gist_id}","starred_url":"https://api.github.com/users/PentagramPro/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/PentagramPro/subscriptions","organizations_url":"https://api.github.com/users/PentagramPro/orgs","repos_url":"https://api.github.com/users/PentagramPro/repos","events_url":"https://api.github.com/users/PentagramPro/events{/privacy}","received_events_url":"https://api.github.com/users/PentagramPro/received_events","type":"User","site_admin":false},"created_at":"2015-08-05T19:23:31Z","updated_at":"2015-08-05T19:23:31Z","body":"I've found something interesting. Look at this function from LevelLoader.cs, line 86:\r\nprivate static void SetActive(GameObject go, bool activate)\r\n```c#\r\n    private static void SetActive(GameObject go, bool activate)\r\n    {\r\n        go.SetActive(activate);\r\n        foreach (var c in go.transform.Cast<Transform>())\r\n        {\r\n            if (c.GetComponent<StoreInformation>() == null)\r\n            {\r\n                SetActive(c.gameObject, activate);\r\n            }\r\n        }\r\n    }\r\n```\r\nIt activates object 'go' and all its children that do not have StoreInformation component. But why should it do that? Objects without StoreInformation on them are supposed to remain unchanged and objects with StoreInformation can decide what to do by themselves."}}