Version: 2023.1


public static Object[] FindObjectsByType (Type type, FindObjectsSortMode sortMode);
public static Object[] FindObjectsByType (Type type, FindObjectsInactive findObjectsInactive, FindObjectsSortMode sortMode);
public static T[] FindObjectsByType (FindObjectsSortMode sortMode);
public static T[] FindObjectsByType (FindObjectsInactive findObjectsInactive, FindObjectsSortMode sortMode);


type 要查找的对象类型。
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 the array makes this function run significantly faster.


Object[] 找到的与指定类型匹配的对象的数组。


Retrieves a list of all loaded objects of Type type.

This 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.

在编辑器中,这在默认情况下会搜索 Scene 视图。如果要在预制件阶段查找对象,请参阅 StageUtility API。

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); } } }