GameObject.AddComponent Manual     Reference     Scripting  
Scripting > Runtime Classes > GameObject
GameObject.AddComponent

function AddComponent (className : string) : Component

Description

Adds a component class named className to the game object.

Use this function to change behaviour of objects on the fly. You can also add script to game objects by passing in the name of the script class.

Some components require other components to exist in the same game object as well. This function automatically adds any required components as well eg. if you add a HingeJoint this will automatically add a Rigidbody as well.

JavaScripts
// Adds the script named FoobarScript to the game object
gameObject.AddComponent ("FoobarScript");

// Adds the sphere collider to the game object
var sc : SphereCollider;
sc = gameObject.AddComponent ("SphereCollider");

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public SphereCollider sc;
void Awake() {
gameObject.AddComponent("FoobarScript");
sc = gameObject.AddComponent("SphereCollider") as SphereCollider;
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public sc as SphereCollider

def Awake():
gameObject.AddComponent('FoobarScript')
sc = (gameObject.AddComponent('SphereCollider') as SphereCollider)

function AddComponent (componentType : Type) : Component

Description

Adds a component class of type componentType to the game object. C# Users can use a generic version

JavaScripts
var fbs : FoobarScript;
fbs = gameObject.AddComponent(FoobarScript);

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public FoobarScript fbs;
void Awake() {
fbs = gameObject.AddComponent<FoobarScript>();
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public fbs as FoobarScript

def Awake():
fbs = gameObject.AddComponent[of FoobarScript]()

Note that there is no RemoveComponent(), to remove a component, use Object.Destroy.