Questions I don’t yet know the answer to.
gameObject.SetActive(false); gameObject.SetActive(true);
Yes sure this part makes sense. And it also makes sense that calling a gameObject.SetActive(false) on a parent will make it children also inactive (but only in the scene!).
So, why do the child objects remain active in the hierarchy after a parent is disabled but not active in the scene?What use does an active hierarchy object have if its not in the scene? Why not just make them all disabled scene and hierarchy wise?