GameObject.Components property

One unfortunate byproduct of the deprecation of the component accessors (like renderer, rigidbody, etc) is the loss of the ability to see them in the debugger. Even if not accessible as a normal property, I’d love to see an enumerable property for components just for debugging purposes if possible (I’d wager it’d be nice in general, but I can see arguments against that).

I believe this can be achieved by calling GetComponents(typeof(object)) in the debugger.

This fails so much for me in VS, didn’t even think to try it in mono. It does work, although with more effort than should be required for such a common bit of debugging info, IMO, so request still stands. Also, if you forget to put in the type, and just do GetCompoents, crashes Unity.

The actual code you want is GetComponents(); System.Object is not specific enough.

I don’t currently feel that way about it; it seems to me that the Unity Editor fills that role.

When you’re using the debugger with the editor, the editor is stalled, I’m not sure you follow what I’m asking for. I understand the editor will show you that information, but not at the same time you are using the debugger, so you would have to continue from where you were in the debugger, find the same thing in the editor, look at the components, then stop it again at the same place in the debugger, which would be even slower than this method.

I’ll put it a different way, any information shown in the debugger and in the editor could be removed from the debugger, or the editor, and we can just say ‘use one or the other’, would that be just as acceptable? The point is the engine should save me time, it’s the sole reason I use it, this would defiantly save me some time, so I want it.