Version: 2022.3
LanguageEnglish
  • C#

Component.SendMessage

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public void SendMessage(string methodName);

Declaration

public void SendMessage(string methodName, object value);

Declaration

public void SendMessage(string methodName, object value, SendMessageOptions options);

Declaration

public void SendMessage(string methodName, SendMessageOptions options);

Parameters

methodName Name of the method to call.
value Optional parameter for the method.
options Should an error be raised if the target object doesn't implement the method for the message?

Description

Calls the method named methodName on every MonoBehaviour in this game object.

The receiving method can choose to ignore the argument by having zero arguments. If options is set to SendMessageOptions.RequireReceiver an error is printed when the message is not picked up by any component.

Note that messages will not be sent to inactive objects (ie, those that have been deactivated in the editor or with the GameObject.SetActive function).

using UnityEngine;

public class Example : MonoBehaviour { void Start() { /// Calls the function ApplyDamage with a value of 5 SendMessage("ApplyDamage", 5.0); }

// Every script attached to the game object // that has a ApplyDamage function will be called. void ApplyDamage(float damage) { print(damage); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961