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Returns the current selection filtered by type and mode.
For a selected GameObject that has multiple Components of type, only the first one will be included in the results.
if type is a subclass of Component or GameObject the full SelectionMode is supported.
if type does not subclass from Component or GameObject (eg. Mesh or ScriptableObject) only SelectionMode.ExcludePrefab and SelectionMode.Editable are supported.
// C# Example
// Menu Item that lets you mark a selection of Objects enabled or
// disabled recursively.
using UnityEngine;
using UnityEditor;
public class ToggleActiveRecursively : ScriptableObject {
[MenuItem ("Example/Toggle Active Recursively of Selected %i")]
static void DoToggle() {
Object[] activeGOs =
Selection.GetFiltered(
typeof(GameObject),
SelectionMode.Editable | SelectionMode.TopLevel);
foreach (GameObject activeGO in activeGOs)
activeGO.SetActiveRecursively(!activeGO.active);
}
}