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# Component

## Animation nodes

See [Animation](/developer/afx/node-dictionary/unity/component/animation.md).

## Audio nodes

See [Audio](/developer/afx/node-dictionary/unity/component/audio.md).

## Collider nodes

See [Collider](/developer/afx/node-dictionary/unity/component/collider.md).

## FX nodes

See [FX](/developer/afx/node-dictionary/unity/component/fx.md).

## Rendering nodes

See [Rendering](/developer/afx/node-dictionary/unity/component/rendering.md)

## UI nodes

See [UI](/developer/afx/node-dictionary/unity/component/ui.md).

## Add Component

Adds the given component to the given game object.

**Inputs:**

<table><thead><tr><th width="161">Name</th><th width="174">Type</th><th>Description</th></tr></thead><tbody><tr><td>Enter</td><td>Flow</td><td>Flow to activate the node.</td></tr><tr><td>Object Reference</td><td>Object</td><td>Reference to the component to add.</td></tr><tr><td>Game Object</td><td>Game Object</td><td>The game object to add the component to.</td></tr></tbody></table>

**Outputs:**

<table><thead><tr><th width="160">Name</th><th width="178">Type</th><th>Description</th></tr></thead><tbody><tr><td>Exit</td><td>Flow</td><td>Continue the activating flow.</td></tr></tbody></table>

## Get Component

Gets a reference to a component of the given game object.

To use this node, you must set the type of component that you want to get a reference to. Only then will the **Component** output port appear on the node. To set the component type, connect an output port of the type that you want to get a reference to the **Type Example** input port on the Get Component node.

<figure><img src="https://2640392766-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5yxYHsXtlAaoMUrDWhLm%2Fuploads%2Fgit-blob-63faded1a40e050c73b387991d8542f7b83ba0ed%2Fafx_get_component_example.png?alt=media" alt=""><figcaption><p>Example node with type not set (left) and use of a Float Component Reference node to set the type (right)</p></figcaption></figure>

{% hint style="info" %}
After you set the component type, you can delete the connection to the Type Example port. You can also delete the node that you connected to the Type Example port, if you don't need it.
{% endhint %}

**Inputs:**

<table><thead><tr><th width="161">Name</th><th width="174">Type</th><th>Description</th></tr></thead><tbody><tr><td>Enter</td><td>Flow</td><td>Flow to activate the node.</td></tr><tr><td>Game Object</td><td>Game object</td><td>The game object that has the component you want to get a reference to.</td></tr><tr><td>Type Example</td><td>object</td><td>Used to set the component type. See the description above for more information.</td></tr></tbody></table>

**Outputs:**

<table><thead><tr><th width="160">Name</th><th width="178">Type</th><th>Description</th></tr></thead><tbody><tr><td>Exit</td><td>Flow</td><td>Continue the activating flow.</td></tr><tr><td>Component</td><td>&#x3C;varies></td><td>Reference to the component of the set type from the given game object.<br><br>This port appears only after you set the component type. See the description above for more information..</td></tr></tbody></table>

## Set Component Enabled

Sets the enabled property of the given Behaviour. Behaviours are Components that can be enabled or disabled. For more information, refer to [Behaviour](https://docs.unity3d.com/2021.3/Documentation/ScriptReference/Behaviour.html) in the Unity documentation.

**Inputs:**

<table><thead><tr><th width="161">Name</th><th width="174">Type</th><th>Description</th></tr></thead><tbody><tr><td>Enter</td><td>Flow</td><td>Flow to activate the node.</td></tr><tr><td>Behaviour In</td><td>Behaviour</td><td>The Behaviour to enable or disable.</td></tr><tr><td>Set Active</td><td>Boolean [editable]</td><td>The value to set for the enabled property.</td></tr></tbody></table>

**Outputs:**

<table><thead><tr><th width="160">Name</th><th width="178">Type</th><th>Description</th></tr></thead><tbody><tr><td>Exit</td><td>Flow</td><td>Continue the activating flow.</td></tr></tbody></table>
