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GameObject.GetComponentInChildren

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public function GetComponentInChildren(type: Type): Component;
public Component GetComponentInChildren(Type type);
public function GetComponentInChildren(type: Type, includeInactive: bool): Component;
public Component GetComponentInChildren(Type type, bool includeInactive);

Parameters

type The type of Component to retrieve.

Returns

Component A component of the matching type, if found.

Description

Returns the component of Type type in the GameObject or any of its children using depth first search.

A component is returned only if it is found on an active GameObject.

#pragma strict
public class GetComponentInChildrenExample extends MonoBehaviour {
	// Disable the spring on the first HingeJoint component found on any child object
	function Start() {
		var hinge: HingeJoint = gameObject.GetComponentInChildren(HingeJoint) as HingeJoint;
		if (hinge != null)
			hinge.useSpring = false;
		else {
			// Try again, looking for inactive GameObjects
			var hingeInactive: HingeJoint = gameObject.GetComponentInChildren(HingeJoint, true) as HingeJoint;
			if (hingeInactive != null)
				hingeInactive.useSpring = false;
		}
	}
}
using UnityEngine;

public class GetComponentInChildrenExample : MonoBehaviour { // Disable the spring on the first HingeJoint component found on any child object

void Start() { HingeJoint hinge = gameObject.GetComponentInChildren(typeof(HingeJoint)) as HingeJoint;

if (hinge != null) hinge.useSpring = false; else { // Try again, looking for inactive GameObjects HingeJoint hingeInactive = gameObject.GetComponentInChildren(typeof(HingeJoint), true) as HingeJoint;

if (hingeInactive != null) hingeInactive.useSpring = false; } } }

public function GetComponentInChildren(includeInactive: bool = false): T;
public T GetComponentInChildren(bool includeInactive = false);

Returns

T A component of the matching type, if found.

Description

Generic version. See the Generic Functions page for more details.

#pragma strict
public class GetComponentInChildrenExample extends MonoBehaviour {
	// Disable the spring on the first HingeJoint component found on any child object
	function Start() {
		var hinge: HingeJoint = gameObject.GetComponentInChildren.<HingeJoint>();
		if (hinge != null)
			hinge.useSpring = false;
		else {
			// Try again, looking for inactive GameObjects
			var hingeInactive: HingeJoint = gameObject.GetComponentInChildren.<HingeJoint>(true) as HingeJoint;
			if (hingeInactive != null)
				hingeInactive.useSpring = false;
		}
	}
}
using UnityEngine;

public class GetComponentInChildrenExample : MonoBehaviour { // Disable the spring on the first HingeJoint component found on any child object

void Start() { HingeJoint hinge = gameObject.GetComponentInChildren<HingeJoint>();

if (hinge != null) hinge.useSpring = false; else { // Try again, looking for inactive GameObjects HingeJoint hingeInactive = gameObject.GetComponentInChildren<HingeJoint>(true) as HingeJoint;

if (hingeInactive != null) hingeInactive.useSpring = false; } } }

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