# GetComponentsInParent

> The non-generic version of this method.

## Definition

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

## GetComponentsInParent(Type, bool)

The non-generic version of this method.

```csharp
public Component[] GetComponentsInParent(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) | An array of all found components matching the specified type. |

### Remarks

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

## GetComponentsInParent\<T>(bool, List\<T>)

A variation of the `GetComponentsInParent` method which allows you to supply your own List to be filled with results.

```csharp
public void GetComponentsInParent<T>(bool includeInactive, List<T> results)
```

### Parameters

**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Whether to include inactive child GameObjects in the search.**** (\[List\<T>]\(https\://learn.microsoft.com/dotnet/api/system.collections.generic.list-1)): A list to use for the returned results.

### Remarks

This allows you to avoid allocating new List objects for each call to the method. The list you supply is resized to match the number of results found, and any existing values in the list are overritten.

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

public class GetComponentsInParentExample : MonoBehaviour
{
     // Disable the spring on all HingeJoints in the referenced GameObject and its parents

    public GameObject objectToCheck;

    void Start()
    {
        List<HingeJoint> hingeJoints = new List<HingeJoint>();

        objectToCheck.GetComponentsInParent<HingeJoint>(false, hingeJoints);

        if (hingeJoints != null)
        {
            foreach (HingeJoint joint in hingeJoints)
            {
                joint.useSpring = false;
            }
        }
        else
        {
            // Try again, looking for inactive GameObjects
            List<HingeJoint> hingesInactive = new List<HingeJoint>();

            objectToCheck.GetComponentsInParent<HingeJoint>(true, hingesInactive);

            foreach (HingeJoint joint in hingesInactive)
            {
                joint.useSpring = false;
            }
        }
    }
}
```

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

## GetComponentsInParent\<T>(bool)

Retrieves references to all components of type T on the specified GameObject, and any parent of the GameObject.

```csharp
public T[] GetComponentsInParent<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>\[\]](./.md) | An array containing all matching components of type `T`. |

### Remarks

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.GetComponentsInParent<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. In this instance, you're actually calling [Component.GetComponentsInParent](/engine/6000.6/script-reference/unityengine/component/getcomponentsinparent.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 = GetComponentsInParent<ComponentType>()`

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

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.

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 `GetComponentsInParent` 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 all hinge joint components on the same GameObject as the script, or any of its parents, and if found, sets a property on those components.

```csharp
using UnityEngine;

public class GetComponentsInParentExample : MonoBehaviour
{
     // Disable the spring on all HingeJoints in the referenced GameObject and its parents

    public GameObject objectToCheck;

    void Start()
    {
        HingeJoint[] hingeJoints;

        hingeJoints = objectToCheck.GetComponentsInParent<HingeJoint>();

        if (hingeJoints != null)
        {
            foreach (HingeJoint joint in hingeJoints)
            {
                joint.useSpring = false;
            }
        }
        else
        {
            // Try again, looking for inactive GameObjects
            HingeJoint[] hingesInactive = objectToCheck.GetComponentsInParent<HingeJoint>(true);

            foreach (HingeJoint joint in hingesInactive)
            {
                joint.useSpring = false;
            }
        }
    }
}
```

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

## GetComponentsInParent\<T>()

Retrieves references to all components of type T on the specified GameObject, and any parent of the GameObject.

```csharp
public T[] GetComponentsInParent<T>()
```

### Returns

| Type              | Description                                              |
| ----------------- | -------------------------------------------------------- |
| [\<T>\[\]](./.md) | An array containing all matching components of type `T`. |

### Remarks

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.GetComponentsInParent<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. In this instance, you're actually calling [Component.GetComponentsInParent](/engine/6000.6/script-reference/unityengine/component/getcomponentsinparent.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 = GetComponentsInParent<ComponentType>()`

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

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.

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 `GetComponentsInParent` 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 all hinge joint components on the same GameObject as the script, or any of its parents, and if found, sets a property on those components.

```csharp
using UnityEngine;

public class GetComponentsInParentExample : MonoBehaviour
{
     // Disable the spring on all HingeJoints in the referenced GameObject and its parents

    public GameObject objectToCheck;

    void Start()
    {
        HingeJoint[] hingeJoints;

        hingeJoints = objectToCheck.GetComponentsInParent<HingeJoint>();

        if (hingeJoints != null)
        {
            foreach (HingeJoint joint in hingeJoints)
            {
                joint.useSpring = false;
            }
        }
        else
        {
            // Try again, looking for inactive GameObjects
            HingeJoint[] hingesInactive = objectToCheck.GetComponentsInParent<HingeJoint>(true);

            foreach (HingeJoint joint in hingesInactive)
            {
                joint.useSpring = false;
            }
        }
    }
}
```

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