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GameObject.GetComponentsInParent

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public function GetComponentsInParent(type: Type, includeInactive: bool = false): Component[];
public Component[] GetComponentsInParent(Type type, bool includeInactive = false);
public def GetComponentsInParent(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 parents.

The search for components is carried out recursively on parent objects, so it includes parents of parents, and so on.

	// 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[]

Parameters

includeInactive Should inactive Components be included in the found set?

Description

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