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GameObject.GetComponentsInParent

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public function GetComponentsInParent(type: Type, includeInactive: bool = false): Component[];
public Component[] GetComponentsInParent(Type type, bool includeInactive = false);

Parameters

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

Description

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

The search for components is carried out recursively on parent objects, so it includes parents of parents, and so on.

#pragma strict
public class GetComponentsInParentExample extends MonoBehaviour {
	function Start() {
		var hingeJoints: Component[];
		hingeJoints = GetComponentsInParent(HingeJoint);
		if (hingeJoints != null) {
			for (var joint: HingeJoint in hingeJoints)
				joint.useSpring = false;
		}
		else {
			// Try again, looking for inactive GameObjects
			var hingesInactive: Component[] = GetComponentsInParent(HingeJoint, true);
			for (var joint: HingeJoint in hingesInactive)
				joint.useSpring = false;
		}
	}
}
using UnityEngine;

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

hingeJoints = GetComponentsInParent(typeof(HingeJoint));

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

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

public function GetComponentsInParent(): T[];
public T[] GetComponentsInParent();
public function GetComponentsInParent(includeInactive: bool): T[];
public T[] GetComponentsInParent(bool includeInactive);

Parameters

includeInactive Should inactive Components be included in the found set?

Description

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

#pragma strict
public class GetComponentsInParentExample extends MonoBehaviour {
	function Start() {
		var hingeJoints: HingeJoint[];
		hingeJoints = GetComponentsInParent.<HingeJoint>();
		if (hingeJoints != null) {
			for (var joint: HingeJoint in hingeJoints)
				joint.useSpring = false;
		}
		else {
			// Try again, looking for inactive GameObjects
			var hingesInactive: HingeJoint[] = GetComponentsInParent.<HingeJoint>(true);
			for (var joint: HingeJoint in hingesInactive)
				joint.useSpring = false;
		}
	}
}
using UnityEngine;

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

hingeJoints = GetComponentsInParent<HingeJoint>();

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

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

public function GetComponentsInParent(includeInactive: bool, results: List<T>): void;
public void GetComponentsInParent(bool includeInactive, List<T> results);

Parameters

includeInactive Should inactive Components be included in the found set?
results List holding the found Components.

Description

Find Components in GameObject or parents, and return them in List results.

#pragma strict
public class GetComponentsInParentExample extends MonoBehaviour {
	function Start() {
		var hingeJoints: List.<HingeJoint> = new List.<HingeJoint>();
		GetComponentsInParent.<HingeJoint>(false, hingeJoints);
		if (hingeJoints != null) {
			for (var joint: HingeJoint in hingeJoints)
				joint.useSpring = false;
		}
		else {
			// Try again, looking for inactive GameObjects
			var hingesInactive: List.<HingeJoint> = new List.<HingeJoint>();
			GetComponentsInParent.<HingeJoint>(true, hingesInactive);
			for (var joint: HingeJoint in hingesInactive)
				joint.useSpring = false;
		}
	}
}
using UnityEngine;
using System.Collections.Generic;

public class GetComponentsInParentExample : MonoBehaviour { void Start() { List<HingeJoint> hingeJoints = new List<HingeJoint>();

GetComponentsInParent<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>();

GetComponentsInParent<HingeJoint>(true, hingesInactive);

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