Version: 2021.3
LanguageEnglish
  • C#

Component.GetComponentInChildren

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

Submission failed

For 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

Cancel

Declaration

public Component GetComponentInChildren(Type t);

Declaration

public Component GetComponentInChildren(Type t, bool includeInactive);

Parameters

t The type of Component to retrieve.
includeInactive Should Components on inactive GameObjects be included in the found set?

Returns

Component A Component of the matching type, otherwise null if no Component is found.

Description

Returns the Component of type in the GameObject or any of its children using depth first search.

Unless a Component of type is found in the current GameObject, the method recurses downwards until it finds a GameObject with a matching Component.// Only Components on active GameObjects are matched unless explicitly specified otherwise.

using UnityEngine;

public class GetComponentInChildrenExample : MonoBehaviour { void Start() { HingeJoint hinge = GetComponentInChildren(typeof(HingeJoint)) as HingeJoint;

if (hinge != null) { hinge.useSpring = false; } else { // Try again by including inactive GameObjects. hinge = GetComponentInChildren(typeof(HingeJoint), true) as HingeJoint;

if (hinge != null) hinge.useSpring = false; } } }

Declaration

public T GetComponentInChildren(bool includeInactive = false);

Parameters

includeInactive Should Components on inactive GameObjects be included in the found set?

Returns

T A Component of the matching type, otherwise null if no Component is found.

Description

Generic version of this method.

using UnityEngine;

public class GetComponentInChildrenExample : MonoBehaviour { void Start() { HingeJoint hinge = GetComponentInChildren<HingeJoint>();

if (hinge != null) { hinge.useSpring = false; } else { // Try again by including inactive GameObjects. hinge = GetComponentInChildren<HingeJoint>(true);

if (hinge != null) hinge.useSpring = false; } } }