GameObject turns into Object in Array

I’m passing in a hit.collider variable that should be a Collider object in my Array. Yet when I go to access my Collider object in my array it brings an error: “GetComponent is not a member of Object”. I’m confused as to why when I add the Collider to the Array it is a Collider type, however when I access later it is now an Object, and I cannot use the GetComponent.

#pragma strict
public var world_Selection_Start:Vector3;
public var screen_Selection_Start:Vector2;
public var selectables = new Array();

function Start () {

function Update () {
 var ray: Ray = Camera.main.ScreenPointToRay(Input.mousePosition);
 var hit: RaycastHit;
 var unit_Layermask = 1<<10;
 var ground_Layermask = 1 << 8;
 //Ray Hit Ground
 if(Physics.Raycast(ray, hit, Mathf.Infinity, ground_Layermask)){
 world_Selection_Start = hit.point;
 //Ray Hit Units
 if(Physics.Raycast(ray, hit, Mathf.Infinity, unit_Layermask)){
 hit.collider.GetComponent(Selectable).selected = true;
 screen_Selection_Start = Input.mousePosition;

function clearSelectables(){
 if(!Input.GetKey("left shift") && !Input.GetKey("right shift")){
 for(var i = 0; i < selectables.length; i++){
 selectables*.GetComponent(Selectable).selected = false;*

i just casted it to a Collider object and it seems to work:
(selectables as Collider).GetComponent…
If anyone else has this problem ask cause I tried just about everything haha

Arrays can only hold Objects.

Because Collider is descended from Object, it can be put into an Array.

Every single time you pull an item from an Array, it’s gonna be an Object. That is, arr is a reference to an Object and doesn’t know if it’s a descendent of Object or not.

You can either cast - arr as Collider - or you can use “List.lessthan Collider greaterthan” instead of Array. Arrays are ‘bad’ in that they are easier to use wrong; I’d recommend using a List instead.

You’re getting this message because of #pragma strict at the top. Drop that line and the message will disappear, but the pragma does help catch some errors that would otherwise be nearly invisible.