GameObject.BroadcastMessage
Description
Calls the method named methodName
on every MonoBehaviour in this game object or any of its children.
The receiving method can choose to ignore parameter
by having zero parameters. If options is set to SendMessageOptions.RequireReceiver an error is printed when the message is not picked up by any component.
using UnityEngine;
public class Example : MonoBehaviour
{
void Start()
{
/// Calls the function ApplyDamage with a value of 5
/// // Every script attached to the game object and all its children
// that has a ApplyDamage function will be called.
gameObject.BroadcastMessage("ApplyDamage", 5.0);
}
}
public class Example2 : MonoBehaviour
{
public void ApplyDamage(float damage)
{
print(damage);
}
}
GameObject.SendMessage
Parameters
methodName | The name of the method to call. |
value | An optional parameter value to pass to the called method. |
options | Should an error be raised if the method doesn't exist on the target object? |
Description
Calls the method named methodName
on every MonoBehaviour in this game object.
The receiving method can choose to ignore the argument by having zero parameters. If options is set to SendMessageOptions.RequireReceiver an error is printed if the message is not picked up by any component.
Note that messages will not be sent to inactive objects (ie, those that have been deactivated in the editor or with the SetActive function).
using UnityEngine; public class Example : MonoBehaviour { void Start() { // Calls the function ApplyDamage with a value of 5 // Every script attached to the game object // that has an ApplyDamage function will be called. gameObject.SendMessage("ApplyDamage", 5.0); } } public class Example2 : MonoBehaviour { public void ApplyDamage(float damage) { print(damage); } }
GameObject.SendMessageUpwards
Parameters
methodName | The name of the method to call. |
value | An optional parameter value to pass to the called method. |
options | Should an error be raised if the method doesn't exist on the target object? |
Description
Calls the method named methodName
on every MonoBehaviour in this game object and on every ancestor of the behaviour.
The receiving method can choose to ignore the argument by having zero parameters. If options is set to SendMessageOptions.RequireReceiver an error is printed when the message is not picked up by any component.
Note that messages will not be sent to inactive objects (ie, those that have been deactivated in the editor or with the SetActive function).
using UnityEngine; public class Example : MonoBehaviour { void Start() { // Calls the function ApplyDamage with a value of 5 gameObject.SendMessage("ApplyDamage", 5.0); } } public class Example2 : MonoBehaviour { public void ApplyDamage(float damage) { print(damage); } }