# GetComponentInParent

> The non-generic version of this method.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

## GetComponentInParent(Type, bool)

The non-generic version of this method.

```csharp
public Component GetComponentInParent(Type type, bool includeInactive)
```

### Parameters

**** (\[Type]\(https\://learn.microsoft.com/dotnet/api/system.type)): The type of component to search for.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Whether to include inactive parent GameObjects in the search.

### Returns

| Type                                                                  | Description                                                                             |
| --------------------------------------------------------------------- | --------------------------------------------------------------------------------------- |
| [Component](/engine/6000.6/script-reference/unityengine/component.md) | A Component of the matching `type`, otherwise `null` if no matching Component is found. |

### Remarks

This version of `GetComponentInParent` is not as efficient as the Generic version (above), so you should only use it if necessary.

### Examples

```csharp
using UnityEngine;
using System.Collections;

public class GetComponentInParentExample : MonoBehaviour
{
    // Disable the spring on the first HingeJoint component found on the referenced GameObject or any of its parents

    public GameObject objectToCheck;

    void Start()
    {
        HingeJoint hinge = objectToCheck.GetComponentInParent(typeof(HingeJoint)) as HingeJoint;

        if (hinge != null)
        {
            hinge.useSpring = false;
        }
    }
}
```

## GetComponentInParent(Type)

The non-generic version of this method.

```csharp
public Component GetComponentInParent(Type type)
```

### Parameters

**** (\[Type]\(https\://learn.microsoft.com/dotnet/api/system.type)): The type of component to search for.

### Returns

| Type                                                                  | Description                                                                             |
| --------------------------------------------------------------------- | --------------------------------------------------------------------------------------- |
| [Component](/engine/6000.6/script-reference/unityengine/component.md) | A Component of the matching `type`, otherwise `null` if no matching Component is found. |

### Remarks

This version of `GetComponentInParent` is not as efficient as the Generic version (above), so you should only use it if necessary.

### Examples

```csharp
using UnityEngine;
using System.Collections;

public class GetComponentInParentExample : MonoBehaviour
{
    // Disable the spring on the first HingeJoint component found on the referenced GameObject or any of its parents

    public GameObject objectToCheck;

    void Start()
    {
        HingeJoint hinge = objectToCheck.GetComponentInParent(typeof(HingeJoint)) as HingeJoint;

        if (hinge != null)
        {
            hinge.useSpring = false;
        }
    }
}
```

## GetComponentInParent\<T>(bool)

Retrieves a reference to a component of type T on the specified GameObject, or any parent of the GameObject.

```csharp
public T GetComponentInParent<T>(bool includeInactive)
```

### Parameters

**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Whether to include inactive parent GameObjects in the search.

### Returns

| Type | Description                                                                               |
| ---- | ----------------------------------------------------------------------------------------- |
| T    | A Component of the matching type `T`, otherwise `null` if no matching Component is found. |

### Remarks

This method checks the GameObject on which it is called first, then recurses upwards through each parent GameObject, until it finds a matching Component of the specified type `T`.

Only active parent GameObjects are included in the search, unless you call the method with the `includeInactive` parameter set to `true`, in which case inactive parent GameObjects are also included. The GameObject on which the method is called is always searched regardless of this parameter.

The typical usage for this method is to call it on a reference to a different GameObject than the one your script is on. For example:

`myResults = otherGameObject.GetComponentInParent<ComponentType>()`

However, if you're writing code inside a MonoBehaviour class, you can omit the preceding GameObject reference to perform the search on the same GameObject your script is attached to, and its parents. In this instance, you're actually calling [Component.GetComponentInParent](/engine/6000.6/script-reference/unityengine/component/getcomponentinparent.md) because the script itself is a type of component, but the result is the same as if you'd referenced the GameObject itself. For example:

`myResults = GetComponentInParent<ComponentType>()`

`GetComponentInParent` returns only the first matching component found, and components are not checked in a defined order. If there are multiple components of the specified type and you need to find a specific one, you should use [Component.GetComponentsInParent](/engine/6000.6/script-reference/unityengine/component/getcomponentsinparent.md) and check the list of components returned to identify the one you want.

To find components attached to other GameObjects, you need a [reference to that other GameObject](/engine/6000.6/manual/working-with-gameobjects/gameobject-fundamentals/class-game-object.md#accessingothergameobjects) (or any component attached to that GameObject). You can then call `GetComponentInParent` on that reference.

**Note**: If the type you request is a derivative of MonoBehaviour and the associated script can't be loaded then this function will return `null` for that component.

The following example gets a reference to a hinge joint component on the referenced GameObject or any of its parents, and if found, sets a property on that hinge joint component.

```csharp
using UnityEngine;
using System.Collections;

public class GetComponentInParentExample : MonoBehaviour
{
    // Disable the spring on the first HingeJoint component found on the referenced GameObject or any of its parents

    public GameObject objectToCheck;

    void Start()
    {
        HingeJoint hinge = objectToCheck.GetComponentInParent<HingeJoint>();

        if (hinge != null)
        {
            hinge.useSpring = false;
        }
    }
}
```

Additional Resources: [Component](/engine/6000.6/script-reference/unityengine/component.md), [GameObject.GetComponentsInChildren](/engine/6000.6/script-reference/unityengine/gameobject/getcomponentsinchildren.md)
