# FindPropertyRelative(string)

> Retrieves the SerializedProperty at a relative path to the current property.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.5/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public SerializedProperty FindPropertyRelative(string relativePropertyPath)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)):&#x20;

### Returns

| Type                                                                                    | Description |
| --------------------------------------------------------------------------------------- | ----------- |
| [SerializedProperty](/engine/6000.5/script-reference/unityeditor/serializedproperty.md) |             |

### Remarks

When the SerializedProperty references a compound type, such as a struct, class or array, then this method can be used to lookup a child property by name.

### Examples

```csharp
using UnityEngine;
using UnityEditor;

public class SerializePropertyFindPropertyRelative : ScriptableObject
{
    [System.Serializable]
    public struct NestedData
    {
        public int x;
        public int y;
    };
    public NestedData m_data;

    [MenuItem("Example/SerializedProperty FindPropertyRelative Example")]
    static void FindPropertyRelativeExample()
    {
        var scriptableObject = ScriptableObject.CreateInstance<SerializePropertyFindPropertyRelative>();

        // Change the values of the struct using SerializedObject
        using (var serializedObject = new SerializedObject(scriptableObject))
        {
            var data = serializedObject.FindProperty("m_data");

            SerializedProperty x = data.FindPropertyRelative("x");
            x.intValue = 1;

            SerializedProperty y = data.FindPropertyRelative("y");
            y.intValue = 2;

            serializedObject.ApplyModifiedProperties();
        }

        Debug.Log($"Value of data after update: {scriptableObject.m_data.x}, {scriptableObject.m_data.y}");
    }
}
```
