Version: 2020.1
LanguageEnglish
  • C#

Object.FindObjectOfType

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public static T FindObjectOfType();
public static T FindObjectOfType(bool includeInactive);
public static Object FindObjectOfType(Type type);
public static Object FindObjectOfType(Type type, bool includeInactive);

Parameters

typeThe type of object to find.

Returns

T Object The first active loaded object that matches the specified type. It returns null if no Object matches the type.

Description

Returns the first active loaded object of Type type.

Object.FindObjectOfType will not return Assets (meshes, textures, prefabs, ...) or inactive objects. It will not return an object that has HideFlags.DontSave set.

Please note that this function is very slow. It is not recommended to use this function every frame. In most cases you can use the singleton pattern instead.

See Also: Object.FindObjectsOfType.

using UnityEngine;
using System.Collections;

// Search for any object of Types TextMesh and CanvasRenderer, // if found print the names, else print a message // that says that it was not found. public class ExampleClass : MonoBehaviour { void Start() { TextMesh texture = (TextMesh)FindObjectOfType(typeof(TextMesh)); if (texture) Debug.Log("TextMesh object found: " + texture.name); else Debug.Log("No TextMesh object could be found");

CanvasRenderer canvas = FindObjectOfType<CanvasRenderer>(); if (canvas) Debug.Log("CanvasRenderer object found: " + canvas.name); else Debug.Log("No CanvasRenderer object could be found"); } }

Did you find this page useful? Please give it a rating: