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EditorUtility.CollectDeepHierarchy

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public static function CollectDeepHierarchy(roots: Object[]): Object[];
public static Object[] CollectDeepHierarchy(Object[] roots);

Parameters

roots Array of objects where the search will start.

Returns

Object[] Array of objects heirarchically attached to the search array.

Description

Collect all objects in the hierarchy rooted at each of the given objects.

This is most useful for linearizing entire GameObject hierarchies including all their components.
Note that the traversal will not include assets referenced from within the hierarchy. For example, having a MeshFilter component in the hierarchy will not cause the referenced Mesh to be included in the resulting list.

#pragma strict
public class CollectHierarchyExample extends MonoBehaviour {
	function Start() {
		// Create two GameObjects
		var parent: GameObject = new GameObject();
		var child: GameObject = new GameObject();
		var roots: Object[] = [parent];
		// Name them
		parent.name = "Parent";
		child.name = "Child";
		// Make one a child of the other.
		child.transform.parent = parent.transform;
		// Collect entire hierarchy
		var result: Object[] = EditorUtility.CollectDeepHierarchy(roots);
		// "Child")
		for (var obj: Object in result)
			Debug.Log(obj);
	}
}
using UnityEngine;
using UnityEditor;

public class CollectHierarchyExample : MonoBehaviour { void Start( ) { // Create two GameObjects GameObject parent = new GameObject(); GameObject child = new GameObject(); Object[] roots = new Object[] { parent };

// Name them parent.name = "Parent"; child.name = "Child";

// Make one a child of the other. child.transform.parent = parent.transform;

// Collect entire hierarchy Object[] result = EditorUtility.CollectDeepHierarchy( roots );

// Dump results. Will log four objects to the console; // two GameObjects ("Parent" and "Child") and two Transform // components (one belonging to "Parent" and one belonging to // "Child") foreach( Object obj in result ) Debug.Log( obj ); } }