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Question by GoGamingJoe · Apr 27, 2014 at 09:04 AM · rigidbodygetcomponentinchildren

Is GetComponentsInChildren What I'm Looking For

I'm trying to turn kinematic off so that some GameObjects will fall but I don't know what function I'm looking for GetComponentInChildren just gets it for the first one?

     public bool IwantTheKamaticOff = false;
     Rigidbody RidgeBod;
     List <GameObject> Bricks = new List <GameObject>();
 
     // Use this for initialization
 
     void Start () {
         RidgeBod =     gameObject.GetComponentInChildren<Rigidbody> ();
     }
     // Update is called once per frame
     void Update () {
         if (IwantTheKamaticOff == true) {
             RidgeBod.isKinematic = false;
         }
     }
 }

Thanks

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avatar image Benproductions1 · Apr 28, 2014 at 05:25 AM 0
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That depends on whether your rigidbodies are children of the object with that script.

avatar image hrlarsen · Apr 28, 2014 at 06:50 AM 0
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how is your hierachy?

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Answer by fafase · Apr 28, 2014 at 06:58 AM

More likely looking for GetComponent() but I would try to speed up the process a little:

 Rigidbody rigArray;

 void Start()
 {
      GameObject [] objs = GameObject.FindGameObjectsWithTag("RigObject");
      List<Rigidbody> list = new List<Rigidbody>();
      for(int i = 0; i < objs.Length; i++){
           Rigidbody rig = objs[i].GetComponent<Rigidbody>();
           rigList.Add(rig);
      }
      rigArray = list.ToArray();
 }
 void SetKinematic(bool value)
 {
     for(int i = 0; i < rigArray.Length; i++ )rigArray[i].isKinematic = value;
 }

This way you are only looking for the object once in the start then you have a list of Rigidbody so you can skip the gameObject level and access directly the rigidbody.

Now if you were not to remove any of those objects you would use a list instead but the process is the same. But you also need to take care of the removal to avoid null references.

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