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


methodName Name of method to call.
value Optional parameter value for the method.
options Should an error be raised if the method does not exist on the target object?


Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.

The receiving method can choose to ignore the argument by having zero arguments. If the options parameter is set to SendMessageOptions.RequireReceiver an error is printed when the message is not picked up by any component.

Note that messages will not be sent to inactive objects (ie, those that have been deactivated in the editor or with the GameObject.SetActive function).

For performance reasons SendMessage does not handle overloaded methods correctly.

    // Calls the function ApplyDamage with a value of 5
    SendMessageUpwards ("ApplyDamage", 5.0);
    // Every script attached to the game object 
    // 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() { SendMessageUpwards("ApplyDamage", 5.0F); } }