# SetActiveCommand **Extends:** [ESCBaseCommand](../ESCBaseCommand) < [Node](../Node) ## Description `set_active object value` Changes the "active" state of the object, value can be true or false. Inactive objects are hidden in the scene. @ESC ## Method Descriptions ### configure ```gdscript func configure() -> ESCCommandArgumentDescriptor ``` Return the descriptor of the arguments of this command ### validate ```gdscript func validate(arguments: Array) ``` Validate wether the given arguments match the command descriptor ### run ```gdscript func run(command_params: Array) -> int ``` Run the command