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Question by naqvir · Mar 01, 2012 at 08:27 AM · gameobjectgetcomponentruntimecomponent

Retrieving componants and comparing with another

Hi all, i was wondering if anyone could help me go about retrieving componants from a target object and comparing it with another referenced object. I have noticed the getComponents() method, but i keep getting errors when implementing it. My aim is to retrieve the components of one object as a list/array , that way i can dynamically change them at runtime, as in swap components between the seperate objects.

Thanks

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avatar image Tommynator · Mar 01, 2012 at 12:43 PM 1
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You can't "swap" components between GameObjects. You can Remove and Add components on runtime, but there is no way you can move them from one object to another.

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Answer by scanzy · Oct 24, 2014 at 01:45 PM

If you want to copy components from a gameobject to another you'll have to use Reflection:

    //foreach component in source    
    foreach (Component original in source.GetComponents<Component>() )
    {    
      //if not transform (not to be copied)
      if (original.GetType() != typeof(Transform))
      {
        //adds component
        Component copied = target.AddComponent(original.GetType()); 
 
        //gets fields
        foreach (FieldInfo info in original.GetType().GetFields()) 
        { 
          //and copies fields
          info.SetValue(copied, info.GetValue(original)); 
        }
      } 
    }

and add "using System.Reflection;" at the top of your code

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Answer by Kiwasi · Oct 24, 2014 at 10:35 AM

You will need to overload the == operator, or provide some other method for comparison. Out of the box Unity compares components by checking if the references are equal.

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