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Question by 0tacun · Sep 26, 2014 at 07:26 PM · rigidbodytypecasttypecast

Cannot cast from source type to destination type

Hi,

I got a stupid error which I can't resolve. I am trying to deactivate the rigidbodies (the ragdoll hierarchy) of multiple enemies at start:

 function ActivateRagdoll( logicValue : boolean ) {
     var colliders : Collider[];
     colliders = gameObject.GetComponentsInChildren(Collider);
     for ( var object : Collider in colliders ) {
         object.attachedRigidbody.detectCollisions = logicValue;
         object.attachedRigidbody.isKinematic = !logicValue;
         object.enabled = logicValue;
     }
 
 }// ActivateRagdoll() End

However I get the following error message: "InvalidCastException: Cannot cast from source type to destination type." The line "colliders = gameObject.GetComponentsInChildren(Collider);" causes the errors.

Regarding this error I only stumbled upon others which had issues while instanciating.

Any clues?

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Answer by Bunny83 · Sep 26, 2014 at 07:54 PM

As you can see in the examples of GetComponentsInChildren, this method returns a Component array. This can't be casted into a Collider[]. So either declare your "colliders" variable as "Component[]" like they did in the example, or use the generic version which returns an array of the actual type.

     // generic version
     colliders = gameObject.GetComponentsInChildren.<Collider>();

When using a Component array instead of a Collider array the for-loop will cast each element to Collider when it's accessing it.

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avatar image 0tacun · Sep 26, 2014 at 08:39 PM 0
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Thank you very much, I haven't noticed that!

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Answer by Eric5h5 · Sep 26, 2014 at 07:53 PM

GetComponentsInChildren returns Component[], not Collider[]. You can use the generic version:

 var colliders = gameObject.GetComponentsInChildren.< Collider >();
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avatar image rasheedqw · May 31, 2015 at 10:44 AM 0
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i had this same problem they should make this more clear with a note or something above the code

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