includeInactive | Whether to include inactive parent GameObjects in the search. |
T[]
An array containing all matching components of type T
.
Gets references to all components of type T
on the specified GameObject, and any parent of the GameObject.
The typical usage for this method is to call it on a reference to a different GameObject than the one your script is on. For example:myResults = otherGameObject.GetComponentsInParent<ComponentType>()
However if you are writing code inside a MonoBehaviour class, you can omit the preceding GameObject reference to perform the search on the same GameObject your script is attached to. In this instance, you are actually calling Component.GetComponentsInParent because the script itself is a type of component, but the result is the same as if you had referenced the GameObject itself. For example:myResults = GetComponentsInParent<ComponentType>()
This method checks the GameObject on which it is called first, then recurses upwards through each parent GameObject, until it finds a matching Component of the type T
specified.
Only active parent GameObjects are included in the search, unless you call the method with the includeInactive
parameter set to true
, in which case inactive parent GameObjects are also included. The GameObject on which the method is called is always searched regardless of this parameter.
To find components attached to other GameObjects, you need a reference to that other GameObject (or any component attached to that GameObject). You can then call GetComponentsInParent
on that reference.
See the Component and GameObject class reference pages for the other variations of the GetComponent
family of methods.
The following example gets a reference to all hinge joint components on the same GameObject as the script, or any of its parents, and if found, sets a property on those components.
using UnityEngine;
public class GetComponentsInParentExample : MonoBehaviour { // Disable the spring on all HingeJoints in the referenced GameObject and its parents
public GameObject objectToCheck;
void Start() { HingeJoint[] hingeJoints;
hingeJoints = objectToCheck.GetComponentsInParent<HingeJoint>();
if (hingeJoints != null) { foreach (HingeJoint joint in hingeJoints) { joint.useSpring = false; } } else { // Try again, looking for inactive GameObjects HingeJoint[] hingesInactive = objectToCheck.GetComponentsInParent<HingeJoint>(true);
foreach (HingeJoint joint in hingesInactive) { joint.useSpring = false; } } } }
Note: If the type you request is a derivative of MonoBehaviour and the associated script can't be loaded then this function will return `null` for that component.
includeInactive | Whether to include inactive child GameObjects in the search. |
results | A list to use for the returned results. |
A variation of the GetComponentsInParent method which allows you to supply your own List to be filled with results.
This allows you to avoid allocating new List objects for each call to the method. The list you supply is resized to match the number of results found, and any existing values in the list are overritten.
using UnityEngine; using System.Collections.Generic;
public class GetComponentsInParentExample : MonoBehaviour { // Disable the spring on all HingeJoints in the referenced GameObject and its parents
public GameObject objectToCheck;
void Start() { List<HingeJoint> hingeJoints = new List<HingeJoint>();
objectToCheck.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>();
objectToCheck.GetComponentsInParent<HingeJoint>(true, hingesInactive);
foreach (HingeJoint joint in hingesInactive) { joint.useSpring = false; } } } }
type | The type of component to search for. |
includeInactive | Whether to include inactive parent GameObjects in the search. |
Component[] An array of all found components matching the specified type.
The non-generic version of this method.
This version of GetComponentsInChildren is not as efficient as the Generic version (above), so you should only use it if necessary.