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public function GetComponentsInParent(t: Type, includeInactive: bool = false): Component[];
public Component[] GetComponentsInParent(Type t, bool includeInactive = false);
public def GetComponentsInParent(t as Type, includeInactive as bool = false) as Component[]


t 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.

	// Disable the spring on all HingeJoints 
	// in this game object and all its parent game objects
	var hingeJoints : HingeJoint[];
	hingeJoints = gameObject.GetComponentsInParent(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.GetComponentsInParent(typeof(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.GetComponentsInParent(typeof(HingeJoint))
		for joint as HingeJoint in hingeJoints:
			joint.useSpring = false

public function GetComponentsInParent(includeInactive: bool): T[];
public T[] GetComponentsInParent(bool includeInactive);
public def GetComponentsInParent(includeInactive as bool) as T[]
public function GetComponentsInParent(): T[];
public T[] GetComponentsInParent();
public def GetComponentsInParent() as T[]


includeInactive Should inactive Components be included in the found set?


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