Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

GameObject.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

Switch to Manual
public function GetComponentInChildren(type: Type): Component;
public Component GetComponentInChildren(Type type);
public function GetComponentInChildren(type: Type, includeInactive: bool): Component;
public Component GetComponentInChildren(Type type, bool includeInactive);

Parameters

type The type of Component to retrieve.

Returns

Component A component of the matching type, if found.

Description

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

A component is returned only if it is found on an active GameObject.

#pragma strict
public class GetComponentInChildrenExample extends MonoBehaviour {
	// Disable the spring on the first HingeJoint component found on any child object
	function Start() {
		var hinge: HingeJoint = gameObject.GetComponentInChildren(HingeJoint) as HingeJoint;
		if (hinge != null)
			hinge.useSpring = false;
		else {
			// Try again, looking for inactive GameObjects
			var hingeInactive: HingeJoint = gameObject.GetComponentInChildren(HingeJoint, true) as HingeJoint;
			if (hingeInactive != null)
				hingeInactive.useSpring = false;
		}
	}
}
using UnityEngine;

public class GetComponentInChildrenExample : MonoBehaviour { // Disable the spring on the first HingeJoint component found on any child object

void Start() { HingeJoint hinge = gameObject.GetComponentInChildren(typeof(HingeJoint)) as HingeJoint;

if (hinge != null) hinge.useSpring = false; else { // Try again, looking for inactive GameObjects HingeJoint hingeInactive = gameObject.GetComponentInChildren(typeof(HingeJoint), true) as HingeJoint;

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

public function GetComponentInChildren(includeInactive: bool = false): T;
public T GetComponentInChildren(bool includeInactive = false);

Returns

T A component of the matching type, if found.

Description

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

#pragma strict
public class GetComponentInChildrenExample extends MonoBehaviour {
	// Disable the spring on the first HingeJoint component found on any child object
	function Start() {
		var hinge: HingeJoint = gameObject.GetComponentInChildren.<HingeJoint>();
		if (hinge != null)
			hinge.useSpring = false;
		else {
			// Try again, looking for inactive GameObjects
			var hingeInactive: HingeJoint = gameObject.GetComponentInChildren.<HingeJoint>(true) as HingeJoint;
			if (hingeInactive != null)
				hingeInactive.useSpring = false;
		}
	}
}
using UnityEngine;

public class GetComponentInChildrenExample : MonoBehaviour { // Disable the spring on the first HingeJoint component found on any child object

void Start() { HingeJoint hinge = gameObject.GetComponentInChildren<HingeJoint>();

if (hinge != null) hinge.useSpring = false; else { // Try again, looking for inactive GameObjects HingeJoint hingeInactive = gameObject.GetComponentInChildren<HingeJoint>(true) as HingeJoint;

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