Describe the bug
GameObject.Traverse() does not return GameObjects where active=false
To Reproduce
let stone = await scene.Find("gravestone");
stone .Traverse(x=>console.log(x))
let rock = await scene.Find("rock"); //rock is a child of stone
rock.setActive(false)
stone .Traverse(x=>console.log(x)) //rock is nowhere to be found anymore
Expected behavior
It should return inactive children regardless. Its always possible to filter(x=>x.active) to get the current behaviour, but is impossible to query for inactive children otherwise.
At the very least, a parameter should be added to include inactive children