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Unity Engine


GetComponents

The non-generic version of this method.
Read time 3 minutesLast updated 5 days ago

Definition

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

GetComponents(Type)

The non-generic version of this method.
public Component[] GetComponents(Type type)

Parameters

type

The type of component to search for.

Returns

Type

Description

Component[]An array containing all matching components of type
type
.

Remarks

This version of
GetComponents
is not as efficient as the Generic version (above), so you should only use it if necessary.
using UnityEngine;public class GetComponentsExample : MonoBehaviour{ // Disable the spring on all HingeJoints in the referenced GameObject public GameObject objectToCheck; void Start() { Component[] hingeJoints; hingeJoints = objectToCheck.GetComponents(typeof(HingeJoint)); foreach (HingeJoint joint in hingeJoints) { joint.useSpring = false; } }}

GetComponents<T>()

Retrieves references to all components of type T on the specified GameObject.
public T[] GetComponents<T>()

Returns

Type

Description

<T>[]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.GetComponents<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.GetComponents 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 = GetComponents<ComponentType>()
To find components attached to a particular GameObject, you need a reference to that other GameObject (or any component attached to that GameObject). You can then call
GetComponents
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 specified GameObject, and sets a property on each hinge joint component that was found.
using UnityEngine;public class GetComponentsExample : MonoBehaviour{ // Disable the spring on all HingeJoints in the referenced GameObject public GameObject objectToCheck; void Start() { HingeJoint[] hingeJoints; hingeJoints = objectToCheck.GetComponents<HingeJoint>(); foreach (HingeJoint joint in hingeJoints) { joint.useSpring = false; } }}

GetComponents(Type, List<Component>)

The non-generic version of this method which allows you to supply your own List to be filled with results.
public void GetComponents(Type type, List<Component> results)

Parameters

type

The type of component to search for.

A list to use for the returned results.

Remarks

With this version of the
GetComponents
method,
results
is of type
Component
, not the type of the component retrieved.
If the type you request is a derivative of MonoBehaviour and the associated script can not be loaded then this function will return
null
for that component.
using UnityEngine;using System.Collections.Generic;public class GetComponentsExample : MonoBehaviour{ // Disable the spring on all HingeJoints in the referenced GameObject public GameObject objectToCheck; void Start() { List<Component> hingeJoints = new List<Component>(); objectToCheck.GetComponents(typeof(HingeJoint), hingeJoints); foreach (HingeJoint joint in hingeJoints) { joint.useSpring = false; } }}

GetComponents<T>(List<T>)

A variation of the GetComponents method which allows you to supply your own List to be filled with results.
public void GetComponents<T>(List<T> results)

Parameters

results

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.
using UnityEngine;using System.Collections.Generic;public class GetComponentsExample : MonoBehaviour{ // Disable the spring on all HingeJoints in the referenced GameObject public GameObject objectToCheck; void Start() { List<HingeJoint> hingeJoints = new List<HingeJoint>(); objectToCheck.GetComponents(hingeJoints); foreach (HingeJoint joint in hingeJoints) { joint.useSpring = false; } }}