Reputation: 551
I know this is a bit of a stupid question, but how would I reference the child (a cube) of a game object via script(the script is attached to the gameObject). (the equivalent to something like GetComponent)
Upvotes: 42
Views: 208250
Reputation: 125455
Finding child GameObject by index:
You can get the first child of a GameObject with the GetChild
function.
GameObject originalGameObject = GameObject.Find("MainObj");
GameObject child = originalGameObject.transform.GetChild(0).gameObject;
You can get other children by providing index number of the child GameObject such as 1,2,3, to the GetChild
function.
and if its a child of a child in the original gameobject? would I just have to repeat it or would it just be the nth one down
You find the child first, then find the child of that child from the reference.
Let's say this is OriginalGameObject/Prefab hierarchy:
As you can see the OriginalGameObject
is the parent of child1
, child2
and child3
. childOfChild3 is the child of child3
.
Let's say you want to access the childs
and you only have reference to OriginalGameObject
which is the parent GameObject:
//Instantiate Prefab
GameObject originalGameObject = Instantiate(prefab);
//To find `child1` which is the first index(0)
GameObject child1 = originalGameObject.transform.GetChild(0).gameObject;
//To find `child2` which is the second index(1)
GameObject child2 = originalGameObject.transform.GetChild(1).gameObject;
//To find `child3` which is the third index(2)
GameObject child3 = originalGameObject.transform.GetChild(2).gameObject;
The index starts from 0
so the real index number is index-1
just like arrays.
Now, to get the reference of childOfChild3
which is the child of child3
but you only have reference to OriginalGameObject
which is the parent GameObject:
First of all, get reference of child3
then get childOfChild3
from it.
GameObject mychild = originalGameObject.transform.GetChild(2).gameObject;
GameObject childOfChild3 = mychild.transform.GetChild(0).gameObject;
Finding [all] child GameObject by index with loop:
To loop through all the child of originalGameObject:
GameObject originalGameObject = Instantiate(prefab);
for (int i = 0; i < originalGameObject.transform.childCount; i++)
{
GameObject child = originalGameObject.transform.GetChild(i).gameObject;
//Do something with child
}
You can also find child by name with the transform.FindChild
function. I wouldn't recommend that you can do that. It seems slow and will conflict when multiple child share the-same name. That's why you use GetChild
.
Finding child GameObject by name:
GameObject child1 = originalGameObject.transform.FindChild("child1").gameObject;
GameObject child2 = originalGameObject.transform.FindChild("child2").gameObject;
GameObject child3 = originalGameObject.transform.FindChild("child3").gameObject;
To find childOfChild3
, you can easily do that with the '/
' just like you do with a file directory. You provide the parent/child
then name. The parent of childOfChild3
is child3
. So, we use, childOfChild3/child3
in FindChild function.
GameObject childOfChild3 = originalGameObject.transform.FindChild("child3/childOfChild3").gameObject;
Finding scripts/components attached to child GameObject:
If all you want is the script that is attached to the child GameObject, then use GetComponentInChildren
:
MyScript childScript = originalGameObject.GetComponentInChildren<MyScript>();
The above method only fetches one script. If there are more than one child with the-same script, and you just want to get all the scripts attached to them, then use GetComponentsInChildren
:
MyScript[] childScripts = originalGameObject.GetComponentsInChildren<MyScript>();
for (int i = 0; i < childScripts.Length; i++)
{
MyScript myChildScript = childScripts[i];
//Do something with myChildScript
}
Upvotes: 81
Reputation: 21
I find this very short method just 2 line, my player hierarchy is like this:
-Player
Code:
Transform[] ObjectChildrens;
ObjectChildrens = gameObject.GetComponentsInChildren<Transform>();
GameObject Head = System.Array.Find(ObjectChildrens, p => p.gameObject.name == "Head").gameObject;
GameObject BulletPos = System.Array.Find(ObjectChildrens, p => p.gameObject.name == "BulletPos").gameObject;
GameObject LifeProgresBar = System.Array.Find(ObjectChildrens, p => p.gameObject.name == "LifeProgresBar").gameObject.GetComponent<Text>().text = "100";
CapsuleCollider2D cc = System.Array.Find(ObjectChildrens, p => p.gameObject.name == "HeadPlace").gameObject.GetComponent<CapsuleCollider2D>();
Upvotes: 1
Reputation: 25
You could have public variable in parent gameObject.
public Tranform childGameObject;
and then assign your child gameObject to it.
This way you avoid hidden dependencies. As well as your child cube can be inside of another parent and another parent.
Upvotes: -3
Reputation: 2127
gameObject.transform.children
contains all immediate children of a given GameObject. You can iterate over it and find the desired child. For instance, by name;
for(int i = 0; i < gameObject.transform.childCount;)
{
if(gameObject.transform.children[i].name == "someName")
{
// do what you need with it
}
}
There are a few ways to iterate. You can use an enumerable, as indicated in these docs, or use FindChild.
Usually you'll want to iterate over children if you have some other criteria, such as wanting to find a child which has a specific type of Component, rather than just by name.
Upvotes: 0