GameObject.GetComponentsInChildren
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public function GetComponentsInChildren(type:
Type,
includeInactive: bool = false):
Component[];
public Component[] GetComponentsInChildren(Type type,
bool includeInactive = false);
Parameters
type |
The type of Component to retrieve. |
includeInactive |
Should Components on inactive GameObjects be included in the found set? |
Description
Returns all components of Type type
in the GameObject or any of its children.
The search for components is carried out recursively on child objects, so it includes children of children, and so on.
#pragma strict
public class GetComponentsInChildrenExample extends MonoBehaviour {
function Start() {
var hingeJoints: Component[];
hingeJoints = GetComponentsInChildren(HingeJoint);
if (hingeJoints != null) {
for (var joint: HingeJoint in hingeJoints)
joint.useSpring = false;
}
else {
// Try again, looking for inactive GameObjects
var hingesInactive: Component[] = GetComponentsInChildren(HingeJoint, true);
for (var joint: HingeJoint in hingesInactive)
joint.useSpring = false;
}
}
}
using UnityEngine;
public class GetComponentsInChildrenExample : MonoBehaviour
{
void Start( )
{
Component[] hingeJoints;
hingeJoints = GetComponentsInChildren( typeof(HingeJoint) );
if( hingeJoints != null )
{
foreach( HingeJoint joint in hingeJoints )
joint.useSpring = false;
}
else
{
// Try again, looking for inactive GameObjects
Component[] hingesInactive = GetComponentsInChildren( typeof(HingeJoint), true );
foreach( HingeJoint joint in hingesInactive )
joint.useSpring = false;
}
}
}
public function GetComponentsInChildren():
T[];
public T[] GetComponentsInChildren();
public function GetComponentsInChildren(includeInactive:
bool):
T[];
public T[] GetComponentsInChildren(bool includeInactive);
Parameters
includeInactive |
Should inactive GameObjects be included in the found set? |
Returns
T[]
A list of all found components matching the specified type.
#pragma strict
public class GetComponentsInChildrenExample extends MonoBehaviour {
function Start() {
var hingeJoints: HingeJoint[];
hingeJoints = GetComponentsInChildren.<HingeJoint>();
if (hingeJoints != null) {
for (var joint: HingeJoint in hingeJoints)
joint.useSpring = false;
}
else {
// Try again, looking for inactive GameObjects
var hingesInactive: HingeJoint[] = GetComponentsInChildren.<HingeJoint>(true);
for (var joint: HingeJoint in hingesInactive)
joint.useSpring = false;
}
}
}
using UnityEngine;
public class GetComponentsInChildrenExample : MonoBehaviour
{
void Start( )
{
HingeJoint[] hingeJoints;
hingeJoints = GetComponentsInChildren<HingeJoint>( );
if( hingeJoints != null )
{
foreach( HingeJoint joint in hingeJoints )
joint.useSpring = false;
}
else
{
// Try again, looking for inactive GameObjects
HingeJoint[] hingesInactive = GetComponentsInChildren<HingeJoint>( true );
foreach( HingeJoint joint in hingesInactive )
joint.useSpring = false;
}
}
}
public function GetComponentsInChildren(results:
List<T>):
void;
public void GetComponentsInChildren(List<T> results);
public function GetComponentsInChildren(includeInactive:
bool,
results: List<T>):
void;
public void GetComponentsInChildren(bool includeInactive,
List<T> results);
Parameters
results |
List to receive found Components. |
includeInactive |
Should inactive GameObjects be included in the found set? |
Description
Return all found Components into List results
.
#pragma strict
public class GetComponentsInChildrenExample extends MonoBehaviour {
function Start() {
var hingeJoints: List.<HingeJoint> = new List.<HingeJoint>();
GetComponentsInChildren.<HingeJoint>(false, hingeJoints);
if (hingeJoints != null) {
for (var joint: HingeJoint in hingeJoints)
joint.useSpring = false;
}
else {
// Try again, looking for inactive GameObjects
var hingesInactive: List.<HingeJoint> = new List.<HingeJoint>();
GetComponentsInChildren.<HingeJoint>(true, hingesInactive);
for (var joint: HingeJoint in hingesInactive)
joint.useSpring = false;
}
}
}
using UnityEngine;
using System.Collections.Generic;
public class GetComponentsInChildrenExample : MonoBehaviour
{
void Start( )
{
List<HingeJoint> hingeJoints = new List<HingeJoint>();
GetComponentsInChildren<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>();
GetComponentsInChildren<HingeJoint>( true, hingesInactive );
foreach( HingeJoint joint in hingesInactive )
joint.useSpring = false;
}
}
}