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Unity Engine


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Unity Engine


BroadcastMessage

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

BroadcastMessage(string, Object, SendMessageOptions)

Calls the method named
methodName
on every MonoBehaviour in this game object or any of its children.
public void BroadcastMessage(string methodName, object parameter, SendMessageOptions options)

Parameters

methodName

Name of the method to call.

parameter

Optional parameter to pass to the method (can be any value).

Should an error be raised if the method does not exist for a given target object?

Remarks

The receiving method can choose to ignore
parameter
by having zero arguments. if options is set to SendMessageOptions.RequireReceiver an error is printed when the message is not picked up by any component.

Examples

using UnityEngine;public class Example : MonoBehaviour{ void Start() { /// Calls the function ApplyDamage with a value of 5 BroadcastMessage("ApplyDamage", 5.0); } // Every script attached to the game object and all its children // that has a ApplyDamage function will be called. void ApplyDamage(float damage) { print(damage); }}

BroadcastMessage(string, SendMessageOptions)

Calls the method named
methodName
on every MonoBehaviour in this game object or any of its children.
public void BroadcastMessage(string methodName, SendMessageOptions options)

Parameters

methodName

Name of the method to call.

Should an error be raised if the method does not exist for a given target object?

Remarks

The receiving method can choose to ignore
parameter
by having zero arguments. if options is set to SendMessageOptions.RequireReceiver an error is printed when the message is not picked up by any component.

Examples

using UnityEngine;public class Example : MonoBehaviour{ void Start() { /// Calls the function ApplyDamage with a value of 5 BroadcastMessage("ApplyDamage", 5.0); } // Every script attached to the game object and all its children // that has a ApplyDamage function will be called. void ApplyDamage(float damage) { print(damage); }}