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Closetype | The type of Component to retrieve. |
Component A component of the matching type, if found.
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; } } }
T A component of the matching type, if found.
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; } } }