---
name: "switchableUnits"
type: command
status: ok
groups: ["Multiplayer", "Team Switch", "Object Detection"]
arma3_since: "0.50"
locality: {"argument": null, "effect": "local", "server_exec": false}
source: https://community.bistudio.com/wiki/switchableUnits
revid: 376986
updated: 2026-01-01T07:13:49Z
---

# switchableUnits

*Command · Multiplayer, Team Switch, Object Detection · Arma 3 v0.50 · introduced in Armed Assault v1.00*

Locality: effect **local**

## Description

Returns a list of playable units available for switching to
- Command is relative to the client on which it is executed and will only show playable units for the same [side](../commands/side.md) as [player](../commands/player.md)'s [group](../commands/group.md) + [player](../commands/player.md) himself
- In singleplayer where playable units from all sides will be accessible via this command
- Dead and player-controlled units are automatically removed from the resulting array
- In order to get all *playable* units regardless of their [side](../commands/side.md), see the [playableUnits](../commands/playableUnits.md) command

## Syntax

```sqf
switchableUnits
```

**Returns:** [Array](../topics/Array.md) of [Object](../topics/Object.md)s

## Examples

### Example 1

```sqf
_availableUnits = switchableUnits;
```

## Multiplayer

In Multiplayer, [switchableUnits](../commands/switchableUnits.md) are only available when [respawn](../topics/Description.ext.md#respawn) type is set to SIDE or GROUP, the mission contains units marked playable and [player](../commands/player.md) is able to switch to any of those units. On dedicated servers, this command returns an empty array,.

## See also

Team Switch · [playableUnits](../commands/playableUnits.md) · [allPlayers](../commands/allPlayers.md) · [teamSwitch](../commands/teamSwitch.md)

<sub>Source: [BI Community Wiki — switchableUnits](https://community.bistudio.com/wiki/switchableUnits) (revision 376986).</sub>
