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[] The array of objects found matching the type specified.
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>(FindObjectsSortMode.None); var foundTextMeshObjects = FindObjectsByType(typeof(TextMesh), FindObjectsSortMode.None); Debug.Log(foundCanvasObjects + " : " + foundCanvasObjects.Length); Debug.Log(foundTextMeshObjects + " : " + foundTextMeshObjects.Length); } } }
Additional resources: Object.FindFirstObjectByType, Object.FindAnyObjectByType.