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GameObject.GetComponentsInChildren

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public Component[] GetComponentsInChildren(Type type, bool includeInactive = false);

Parameters

typeThe type of Component to retrieve.
includeInactiveShould Components on inactive GameObjects be included in the found set?

Description

Returns all components of Type type in the GameObject or any of its children.

Unity searches for components recursively on child GameObjects. This means that it also includes all the child GameObjects of the target GameObject, and all subsequent child GameObjects.
Note: 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;

public class GetComponentsInChildrenExample : MonoBehaviour { void Start() { Component[] hingeJoints;

hingeJoints = GetComponentsInChildren(typeof(HingeJoint));

if (hingeJoints != null) { foreach (HingeJoint joint in hingeJoints) joint.useSpring = false; } else { // Try again, looking for inactive GameObjects Component[] hingesInactive = GetComponentsInChildren(typeof(HingeJoint), true);

foreach (HingeJoint joint in hingesInactive) joint.useSpring = false; } } }

public T[] GetComponentsInChildren();
public T[] GetComponentsInChildren(bool includeInactive);

Parameters

includeInactiveShould inactive GameObjects be included in the found set?

Returns

T[] A list of all found components matching the specified type.

Description

Generic version. See the Generic Functions page for more details.

Note: 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;

public class GetComponentsInChildrenExample : MonoBehaviour { void Start() { HingeJoint[] hingeJoints;

hingeJoints = GetComponentsInChildren<HingeJoint>();

if (hingeJoints != null) { foreach (HingeJoint joint in hingeJoints) joint.useSpring = false; } else { // Try again, looking for inactive GameObjects HingeJoint[] hingesInactive = GetComponentsInChildren<HingeJoint>(true);

foreach (HingeJoint joint in hingesInactive) joint.useSpring = false; } } }

public void GetComponentsInChildren(List<T> results);
public void GetComponentsInChildren(bool includeInactive, List<T> results);

Parameters

resultsList to receive found Components.
includeInactiveShould inactive GameObjects be included in the found set?

Description

Return all found Components into List results.

Note: 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 GetComponentsInChildrenExample : MonoBehaviour { void Start() { List<HingeJoint> hingeJoints = new List<HingeJoint>();

GetComponentsInChildren<HingeJoint>(false, hingeJoints);

if (hingeJoints != null) { foreach (HingeJoint joint in hingeJoints) joint.useSpring = false; } else { // Try again, looking for inactive GameObjects List<HingeJoint> hingesInactive = new List<HingeJoint>();

GetComponentsInChildren<HingeJoint>(true, hingesInactive);

foreach (HingeJoint joint in hingesInactive) joint.useSpring = false; } } }

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