GetComponentInChildren
This is the non-generic version of this method.
Read time 4 minutesLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
GetComponentInChildren(Type, bool)
This is the non-generic version of this method.
public Component GetComponentInChildren(Type type, bool includeInactive)
Parameters
Returns
Type | Description |
|---|---|
| Component | A component of the matching type, if found. |
Remarks
This version of is not as efficient as the Generic version (above), so you should only use it if necessary.
GetComponentInChildrenusing UnityEngine;public class GetComponentInChildrenExample : MonoBehaviour{ // Disable the spring on the first HingeJoint component found on the referenced GameObject or any of its children public GameObject objectToCheck; void Start() { HingeJoint hinge = gameObject.GetComponentInChildren(typeof(HingeJoint)) as HingeJoint; if (hinge != null) { hinge.useSpring = false; } else { // Try again, looking for inactive GameObjects HingeJoint hingeInactive = gameObject.GetComponentInChildren(typeof(HingeJoint), true) as HingeJoint; if (hingeInactive != null) { hingeInactive.useSpring = false; } } }}
Additional Resources: Component, GameObject.GetComponents
GetComponentInChildren(Type)
This is the non-generic version of this method.
public Component GetComponentInChildren(Type type)
Parameters
The type of Component to retrieve.
Returns
Type | Description |
|---|---|
| Component | A component of the matching type, if found. |
Remarks
This version of is not as efficient as the Generic version (above), so you should only use it if necessary.
GetComponentInChildrenusing UnityEngine;public class GetComponentInChildrenExample : MonoBehaviour{ // Disable the spring on the first HingeJoint component found on the referenced GameObject or any of its children public GameObject objectToCheck; void Start() { HingeJoint hinge = gameObject.GetComponentInChildren(typeof(HingeJoint)) as HingeJoint; if (hinge != null) { hinge.useSpring = false; } else { // Try again, looking for inactive GameObjects HingeJoint hingeInactive = gameObject.GetComponentInChildren(typeof(HingeJoint), true) as HingeJoint; if (hingeInactive != null) { hingeInactive.useSpring = false; } } }}
Additional Resources: Component, GameObject.GetComponents
GetComponentInChildren<T>(bool)
Retrieves a reference to a component of type T on the specified GameObject, or any child of the GameObject.
public T GetComponentInChildren<T>(bool includeInactive)
Parameters
Whether to include inactive child GameObjects in the search.
Returns
Type | Description |
|---|---|
| T | A Component of the matching type |
Remarks
This method checks the GameObject on which it is called first, then recurses downwards through all child GameObjects using a depth-first search, until it finds a matching Component of the specified type .
TOnly active child GameObjects are included in the search, unless you call the method with the parameter set to , in which case inactive child GameObjects are also included. The GameObject on which the method is called is always searched regardless of this parameter.
includeInactivetrueThe 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.GetComponentInChildren<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 children. In this instance, you're actually calling Component.GetComponentInChildren 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 = GetComponentInChildren<ComponentType>()GetComponentInChildrenTo find components attached to other GameObjects, you need a reference to that other GameObject (or any component attached to that GameObject). You can then call on that reference.
GetComponentInChildrenNote: If the type you request is a derivative of MonoBehaviour and the associated script can't be loaded then this function will return for that component.
nullThe following example gets a reference to a hinge joint component on the referenced GameObject, or any of its children, and if found, sets a property on that hinge joint component.
using UnityEngine;public class GetComponentInChildrenExample : MonoBehaviour{ // Disable the spring on the first HingeJoint component found on the referenced GameObject or any of its children public GameObject objectToCheck; void Start() { HingeJoint hinge = objectToCheck.GetComponentInChildren<HingeJoint>(); if (hinge != null) { hinge.useSpring = false; } else { // Try again, looking for inactive GameObjects HingeJoint hingeInactive = objectToCheck.GetComponentInChildren<HingeJoint>(true); if (hingeInactive != null) { hingeInactive.useSpring = false; } } }}
Additional Resources: Component, GameObject.GetComponents