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Closetype | The type of Component to retrieve. |
includeInactive | Should inactive Components be included in the found set? |
Returns all components of Type type
in the GameObject or any of its parents.
The search for components is carried out recursively on parent objects, so it includes parents of parents, and so on.
Note: 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;
public class GetComponentsInParentExample : MonoBehaviour { void Start() { Component[] hingeJoints;
hingeJoints = GetComponentsInParent(typeof(HingeJoint));
if (hingeJoints != null) { foreach (HingeJoint joint in hingeJoints) joint.useSpring = false; } else { // Try again, looking for inactive GameObjects Component[] hingesInactive = GetComponentsInParent(typeof(HingeJoint), true);
foreach (HingeJoint joint in hingesInactive) joint.useSpring = false; } } }
includeInactive | Determines whether to include inactive components in the found set. |
Generic version of this method.
Note: 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;
public class GetComponentsInParentExample : MonoBehaviour { void Start() { HingeJoint[] hingeJoints;
hingeJoints = GetComponentsInParent<HingeJoint>();
if (hingeJoints != null) { foreach (HingeJoint joint in hingeJoints) joint.useSpring = false; } else { // Try again, looking for inactive GameObjects HingeJoint[] hingesInactive = GetComponentsInParent<HingeJoint>(true);
foreach (HingeJoint joint in hingesInactive) joint.useSpring = false; } } }
includeInactive | Should inactive Components be included in the found set? |
results | List holding the found Components. |
Find Components in GameObject or parents, and return them in List results
.
Note: 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 GetComponentsInParentExample : MonoBehaviour { void Start() { List<HingeJoint> hingeJoints = new List<HingeJoint>();
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>();
GetComponentsInParent<HingeJoint>(true, hingesInactive);
foreach (HingeJoint joint in hingesInactive) joint.useSpring = false; } } }