Version: 2018.2 (switch to 2018.3b or 2017.4)
LanguageEnglish
  • C#

Component.SendMessageUpwards

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

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

Parameters

methodNameName of method to call.
valueOptional parameter value for the method.
optionsShould an error be raised if the method does not exist on the target object?

Description

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).

using UnityEngine;

public class Example : MonoBehaviour { void Start() { /// Calls the function ApplyDamage with a value of 5 SendMessageUpwards("ApplyDamage", 5.0); }

// Every script attached to this game object and any ancestor // that has a ApplyDamage function will be called. void ApplyDamage(float damage) { print(damage); } }

Did you find this page useful? Please give it a rating: