Legacy Documentation: Version 5.3
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Component.BroadcastMessage

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

Sumbission failed

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

Close

Cancel

public function BroadcastMessage(methodName: string, parameter: object = null, options: SendMessageOptions = SendMessageOptions.RequireReceiver): void;
public void BroadcastMessage(string methodName, object parameter = null, SendMessageOptions options = SendMessageOptions.RequireReceiver);
public function BroadcastMessage(methodName: string, options: SendMessageOptions): void;
public void BroadcastMessage(string methodName, SendMessageOptions options);

Parameters

methodName Name of the method to call.
parameter Optional parameter to pass to the method (can be any value).
options Should an error be raised if the method does not exist for a given target object?

Description

Calls the method named methodName on every MonoBehaviour in this game object or any of its children.

The receiving method can choose to ignore parameter 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.

    /// Calls the function ApplyDamage with a value of 5
    BroadcastMessage ("ApplyDamage", 5.0);
    
    // Every script attached to the game object and all its children
    // that has a ApplyDamage function will be called.
    function ApplyDamage (damage : float) {
        print (damage);
    }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void ApplyDamage(float damage) { print(damage); } void Example() { BroadcastMessage("ApplyDamage", 5.0F); } }