Unity - Scripting API: GameObject.GetComponentAtIndex
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.
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.
Declaration
public Component GetComponentAtIndex(int index);
Parameters
| Parameter | Description |
|---|---|
| index | The index position in the array of components at which to find the requested object. |
Returns
Component
A reference to a component at the specified index. If no component is found at the specified index, returns null.
Description
Retrieves a reference to a component at a specified index of the GameObject's array of components.
Using GetComponentAtIndex is a stable way to access components on a GameObject because the index of a component stays the same unless components are added or removed.
An example use case for this is during UI development. This method throws an exception if the index is out of bounds. Refer to GameObject.GetComponentCount for more information.
using UnityEngine;public class GetComponentAtIndexExample : MonoBehaviour { public GameObject otherGameObject;
void Start() { HingeJoint hinge = otherGameObject.GetComponentAtIndex(5) as HingeJoint;
if (hinge != null) { hinge.useSpring = false; } } }
Declaration
public T GetComponentAtIndex(int index);
Parameters
| Parameter | Description |
|---|---|
| index | The index position in the array of components at which to find the requested object. |
Returns
T
A reference to a component of type T at the specified index. If no component is found at the specified index, returns null.
Description
Retrieves a reference to a component of type T at a specific index on the specified GameObject.
Using GetComponentAtIndex is a stable way to access components on a GameObject because the index of a component stays the same unless components are added or removed.
An example use case for this is during UI development. This method throws an exception if the index is out of bounds.
Additional resources: GameObject.GetComponentCount
using UnityEngine;public class GetTComponentAtIndexExample : MonoBehaviour { public GameObject otherGameObject;
void Start() { HingeJoint hinge = otherGameObject.GetComponentAtIndex<HingeJoint>(5);
if (hinge != null) { hinge.useSpring = false; } } }