type | Type of the class to match while searching. |
Returns a list of all objects of Type type
.
// This script displays the number of allocated Unity objects by type. // This is useful for finding leaks. Knowing the type of object // (mesh, texture, sound clip, game object) that is getting leaked is // the first step. You could then print the names of all leaked assets of that type. function OnGUI () { GUILayout.Label("All " + Resources.FindObjectsOfTypeAll(typeof(UnityEngine.Object)).Length); GUILayout.Label("Textures " + Resources.FindObjectsOfTypeAll(typeof(Texture)).Length); GUILayout.Label("AudioClips " + Resources.FindObjectsOfTypeAll(typeof(AudioClip)).Length); GUILayout.Label("Meshes " + Resources.FindObjectsOfTypeAll(typeof(Mesh)).Length); GUILayout.Label("Materials " + Resources.FindObjectsOfTypeAll(typeof(Material)).Length); GUILayout.Label("GameObjects " + Resources.FindObjectsOfTypeAll(typeof(GameObject)).Length); GUILayout.Label("Components " + Resources.FindObjectsOfTypeAll(typeof(Component)).Length); }
import System.Collections.Generic;// This script finds all the objects in scene, excluding prefabs: function GetAllObjectsInScene(): List.<GameObject> { var objectsInScene: List.<GameObject> = new List.<GameObject>(); for (var go: GameObject in Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[]) { if (go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave) continue; var assetPath: String = AssetDatabase.GetAssetPath(go.transform.root.gameObject); if (!String.IsNullOrEmpty(assetPath)) continue; objectsInScene.Add(go); } return objectsInScene; }
Returns a list of all objects of Type T
.
// This script displays the number of allocated Unity objects by type. // This is useful for finding leaks. Knowing the type of object // (mesh, texture, sound clip, game object) that is getting leaked is // the first step. You could then print the names of all leaked assets of that type. function OnGUI () { GUILayout.Label("All " + Resources.FindObjectsOfTypeAll.<UnityEngine.Object>().Length); GUILayout.Label("Textures " + Resources.FindObjectsOfTypeAll.<Texture>().Length); GUILayout.Label("AudioClips " + Resources.FindObjectsOfTypeAll.<AudioClip>().Length); GUILayout.Label("Meshes " + Resources.FindObjectsOfTypeAll.<Mesh>().Length); GUILayout.Label("Materials " + Resources.FindObjectsOfTypeAll.<Material>().Length); GUILayout.Label("GameObjects " + Resources.FindObjectsOfTypeAll.<GameObject>().Length); GUILayout.Label("Components " + Resources.FindObjectsOfTypeAll.<Component>().Length); }
import System.Collections.Generic;// This script finds all the objects in scene, excluding prefabs: function GetAllObjectsInScene(): List.<GameObject> { var objectsInScene: List.<GameObject> = new List.<GameObject>(); for (var go: GameObject in Resources.FindObjectsOfTypeAll.<GameObject>()) { if (go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave) continue; var assetPath: String = AssetDatabase.GetAssetPath(go.transform.root.gameObject); if (!String.IsNullOrEmpty(assetPath)) continue; objectsInScene.Add(go); } return objectsInScene; }