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Trouble Accessing Child tag
Hello everyone, I'm having some trouble trying to get the tag of a child object in a hierarchy.
Hierarchy Setup: Parent/Child1 (the object the script is on)/Child2 (the object with the tag I'm trying to find, it is randomly assigned at runtime, meaning I don't know the value of the tag before hand).
I've tried using the gameObject.getcomponentinchild and then accessing the tag, but the tag comes back with Child1's tag. So I was wondering what the best way to do this would be.
Answer by RudyTheDev · Feb 17, 2014 at 11:51 AM
A) Best (without knowing more) way -- have the parent reference the child:
public class ParentScript : MonoBehaviour // script on parent object
{
public GameObject child; // child object drag&dropped in inspector
}
B) You can use gameObject.transform.GetChild(1).tag
, but that implies it is always the second child, whereas Unity doesn't guarantee such child order.
A) Best (without knowing more) way -- have the parent reference the child.
As mentioned above, I cannot add the reference from the inspector since the child in question is not generated until the program has started.
B) You can use gameObject.transform.GetChild(1).tag, but that implies it is always the second child, whereas Unity doesn't guarantee such child order.
--I'm not quite sure what you mean, so if there were 2 equal children of an object, Unity would randomly pick one? Or pick one according to however Unity sorts children (by name I guess)?
Also I should mention, that your "gameObject.transform.GetChild(1).tag" worked just fine (and thank you for that). But I was just wondering why that approach works, but trying my original method (looking up the child from the Child1 gameobject went up to the parent gameobject, then back down again to Child1 and got its tag (ins$$anonymous$$d of just doing down from Child 1 to Child 2 and getting its tag).
Unity does not guarantee child order, that's all. It may work if you don't change anything relevant and if a newer version doesn't change anything. But it is not guaranteed, and so a potential bug in waiting. I recommend you at least do some addition check. $$anonymous$$ay be even parse all children.
As for public GameObject child;
, you can always store the reference when you actually create the child.
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