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.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
Close
T[]
An array containing all matching components of type T
.
Retrieves references to all components of type T on the specified GameObject.
The typical usage for this method is to call it on a reference to a different GameObject than the one your script is on. For example:myResults = otherGameObject.GetComponents<ComponentType>()
However, if you're writing code inside a MonoBehaviour class, you can omit the preceding GameObject reference to perform the search on the same GameObject your script is attached to. In this instance, you're actually calling Component.GetComponents because the script itself is a type of component, but the result is the same as if you'd referenced the GameObject itself. For example:myResults = GetComponents<ComponentType>()
To find components attached to a particular GameObject, you need a reference to that other GameObject (or any component attached to that GameObject). You can then call GetComponents
on that reference.
Note: If the type you request is a derivative of MonoBehaviour and the associated script can't be loaded then this function will return null
for that component.
The following example gets a reference to all hinge joint components on the specified GameObject, and sets a property on each hinge joint component that was found.
using UnityEngine;
public class GetComponentsExample : MonoBehaviour { // Disable the spring on all HingeJoints in the referenced GameObject
public GameObject objectToCheck;
void Start() { HingeJoint[] hingeJoints;
hingeJoints = objectToCheck.GetComponents<HingeJoint>();
foreach (HingeJoint joint in hingeJoints) { joint.useSpring = false; } } }
Additional resources: Component, GameObject.GetComponentsInChildren
results | A list to use for the returned results. |
A variation of the GetComponents method which allows you to supply your own List to be filled with results.
This allows you to avoid allocating new List objects for each call to the method. The list you supply is resized to match the number of results found, and any existing values in the list are overritten.
using UnityEngine; using System.Collections.Generic;
public class GetComponentsExample : MonoBehaviour { // Disable the spring on all HingeJoints in the referenced GameObject
public GameObject objectToCheck;
void Start() { List<HingeJoint> hingeJoints = new List<HingeJoint>();
objectToCheck.GetComponents(hingeJoints);
foreach (HingeJoint joint in hingeJoints) { joint.useSpring = false; } } }
Additional resources: Component, GameObject.GetComponentsInChildren
type | The type of component to search for. |
Component[]
An array containing all matching components of type type
.
The non-generic version of this method.
This version of GetComponents
is not as efficient as the Generic version (above), so you should only use it if necessary.
using UnityEngine;
public class GetComponentsExample : MonoBehaviour { // Disable the spring on all HingeJoints in the referenced GameObject
public GameObject objectToCheck;
void Start() { Component[] hingeJoints;
hingeJoints = objectToCheck.GetComponents(typeof(HingeJoint));
foreach (HingeJoint joint in hingeJoints) { joint.useSpring = false; } } }
Additional resources: Component, GameObject.GetComponentsInChildren
type | The type of component to search for. |
results | A list to use for the returned results. |
The non-generic version of this method which allows you to supply your own List to be filled with results.
With this version of the GetComponents
method, results
is of type Component
, not the type of the component retrieved.
If the type you request is a derivative of MonoBehaviour and the associated script can not be loaded then this function will return null
for that component.
using UnityEngine; using System.Collections.Generic;
public class GetComponentsExample : MonoBehaviour { // Disable the spring on all HingeJoints in the referenced GameObject
public GameObject objectToCheck;
void Start() { List<Component> hingeJoints = new List<Component>();
objectToCheck.GetComponents(typeof(HingeJoint), hingeJoints);
foreach (HingeJoint joint in hingeJoints) { joint.useSpring = false; } } }
Additional resources: Component, GameObject.GetComponentsInChildren
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.