# GetComponentTypeHandle<T>(bool)

> Gets the dynamic type object required to access a chunk component of type T.

## Definition

* **Type:** Method
* **Namespace:** [Unity.Entities](/engine/7000.0/script-reference/unity/entities.md)
* **Assembly:** UnityEngine.EntitiesModule

```csharp
public ComponentTypeHandle<T> GetComponentTypeHandle<T>(bool isReadOnly)
```

### Parameters

**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Specify whether the access to the component through this object is read only or read and write.

### Returns

| Type                                                                                              | Description                                     |
| ------------------------------------------------------------------------------------------------- | ----------------------------------------------- |
| [ComponentTypeHandle\<T>](/engine/7000.0/script-reference/unity/entities/componenttypehandle1.md) | The run-time type information of the component. |

### Remarks

To access a component stored in a chunk, you must have the type registry information for the component. This function provides that information. Use the returned [ComponentTypeHandle\<T>](/engine/7000.0/script-reference/unity/entities/componenttypehandle1.md) object with the functions of an [ArchetypeChunk](/engine/7000.0/script-reference/unity/entities/archetypechunk.md) object to get information about the components in that chunk and to access the component values.
