GameObject.GetComponentsInChildren
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public function GetComponentsInChildren(type:
Type,
includeInactive: bool = false):
Component[];
public Component[] GetComponentsInChildren(Type type,
bool includeInactive = false);
public
def GetComponentsInChildren(type as Type,
includeInactive as bool = false)
as Component[]
Parameters
type |
The type of Component to retrieve. |
includeInactive |
Should inactive Components 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.
// Disable the spring on all HingeJoints
// in this game object and all its child game objects
var hingeJoints : HingeJoint[];
hingeJoints = gameObject.GetComponentsInChildren(HingeJoint);
for (var joint : HingeJoint in hingeJoints) {
joint.useSpring = false;
}
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour {
public HingeJoint[] hingeJoints;
void Example() {
hingeJoints = gameObject.GetComponentsInChildren<HingeJoint>();
foreach (HingeJoint joint in hingeJoints) {
joint.useSpring = false;
}
}
}
import UnityEngine
import System.Collections
public class ExampleClass(MonoBehaviour):
public hingeJoints as (HingeJoint)
def Example() as void:
hingeJoints = gameObject.GetComponentsInChildren[of HingeJoint]()
for joint as HingeJoint in hingeJoints:
joint.useSpring = false
public function GetComponentsInChildren(includeInactive:
bool):
T[];
public T[] GetComponentsInChildren(bool includeInactive);
public
def GetComponentsInChildren(includeInactive as bool)
as T[]
Parameters
includeInactive |
Should inactive Components be included in the found set? |
public function GetComponentsInChildren():
T[];
public T[] GetComponentsInChildren();
public
def GetComponentsInChildren()
as T[]