| Parameter | Description |
|---|---|
| type | The type of object to find. Must be a reference type derived from UnityEngine.Object. |
| findObjectsInactive | Whether to include components attached to inactive GameObjects. If you don't specify this parameter, this function doesn't include inactive objects in the results. |
Object[] An array of objects.
Retrieves a list of all loaded objects of Type type.
FindObjectsByType doesn't return assets (for example meshes, textures, or prefabs). It also doesn't return objects that have HideFlags.DontSave set.Use Resources.FindObjectsOfTypeAll to avoid these limitations.
You can't use Object.FindObjectsByType with interfaces directly. Instead, find all components of a base type and then filter the results by interface using LINQ's OfType.
In the Editor, FindObjectsByType searches the Scene view by default. If you want to find an object in the Prefab stage, use the StageUtility APIs.
using UnityEngine;
// Ten GameObjects are created and have TextMesh and // CanvasRenderer components added. // When the game runs press the Space key to display the // number of TextMesh and CanvasRenderer components.
public class ScriptExample : MonoBehaviour { private const int count = 10;
void Start() { var gameObjects = new GameObject[count]; var expectedTextMeshObjects = new TextMesh[count]; var expectedCanvasObjects = new CanvasRenderer[count];
for (var i = 0; i < count; ++i) { gameObjects[i] = new GameObject(); expectedTextMeshObjects[i] = gameObjects[i].AddComponent<TextMesh>(); expectedCanvasObjects[i] = gameObjects[i].AddComponent<CanvasRenderer>(); } }
void Update() { if (Input.GetKeyDown(KeyCode.Space)) { var foundCanvasObjects = FindObjectsByType<CanvasRenderer>(); var foundTextMeshObjects = FindObjectsByType(typeof(TextMesh)); Debug.Log(foundCanvasObjects + " : " + foundCanvasObjects.Length); Debug.Log(foundTextMeshObjects + " : " + foundTextMeshObjects.Length); } } }
Additional resources: Object.FindFirstObjectByType, Object.FindAnyObjectByType.
| Parameter | Description |
|---|---|
| type | The type of object to find. Must be a reference type derived from UnityEngine.Object. |
Object[] An array of objects.
Retrieves a list of all active loaded objects of Type type.
T[] The array of objects found matching the type specified.
Retrieves a list of all active loaded objects of type T.
| Parameter | Description |
|---|---|
| findObjectsInactive | Whether to include components attached to inactive GameObjects. If you don't specify this parameter, this function doesn't include inactive objects in the results. |
T[] The array of objects found matching the type specified.
Retrieves a list of all loaded objects of type T, with the option to include inactive objects.
| Parameter | Description |
|---|---|
| type | The type of object to find. Must be a reference type derived from UnityEngine.Object. |
| findObjectsInactive | Whether to include components attached to inactive GameObjects. If you don't specify this parameter, this function doesn't include inactive objects in the results. |
| sortMode | Whether and how to sort the returned array. Not sorting saves time, which can be significant if the search returns many objects. |
Object[] An array of objects.
Retrieves a list of all loaded objects of Type type and sorts the results according to sortMode.
Obsolete: These overloads are obsolete because they take a sortMode parameter. Use FindObjectsByType(Type) or FindObjectsByType(Type, FindObjectsInactive) instead. A sort order that relies on InstanceID can't be maintained in future versions.
| Parameter | Description |
|---|---|
| findObjectsInactive | Whether to include components attached to inactive GameObjects. If you don't specify this parameter, this function doesn't include inactive objects in the results. |
| sortMode | Whether and how to sort the returned array. Not sorting saves time, which can be significant if the search returns many objects. |
T[] The array of objects found matching the type specified.
Retrieves a list of all loaded objects of Type T.
Obsolete: These overloads are obsolete because they take a sortMode parameter. Use FindObjectsByType<T>() or FindObjectsByType<T>(FindObjectsInactive) instead. A sort order that relies on InstanceID can't be maintained in future versions.