internal void disableGroup() { int len = children.Count; for (int i = 0; i < len; i++) { children[i].disableGroup(); } len = modelData.Count; for (int i = 0; i < len; i++) { modelData[i].disable(); } len = modelNodes.Length; for (int i = 0; i < len; i++) { modelNodes[i].disableNode(); } if (modelRoot != null) { GameObject.DestroyImmediate(modelRoot); modelRoot = null; } enabled = false; currentEnabledModel = null; }