# GlobalObjectIdentifiersToObjectsSlow(GlobalObjectId[], Object[])

> Creates an array of object references based on an array of unique object identifiers.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.0/script-reference/unityeditor.md)
* **Assembly:** UnityEditor

```csharp
public static void GlobalObjectIdentifiersToObjectsSlow(GlobalObjectId[] identifiers, Object[] outputObjects)
```

### Parameters

**** (\[GlobalObjectId\[]]\(/engine/6000.0/script-reference/unityeditor/globalobjectid)): Array of GlobalObjectIds to convert to object references.**** (\[Object\[]]\(/engine/6000.0/script-reference/unityengine/object)): Array of `Objects` to write object references to.

### Remarks

For each item in `identifiers`, this method obtains a reference to the underlying object and writes it to the corresponding element in `outputObjects`. Both arrays must be the same size.

Any `GlobalObjectIds` in the `identifiers` array that can't be resolved are given a value of `null` in the output `outputObjects` array.

This method is slow. Use it sparingly. If you use this method in a large project within other performance-sensitive contexts such as [ISerializationCallbackReceiver.OnBeforeSerialize](/engine/6000.0/script-reference/unityengine/iserializationcallbackreceiver/onbeforeserialize.md) or [ISerializationCallbackReceiver.OnAfterDeserialize](/engine/6000.0/script-reference/unityengine/iserializationcallbackreceiver/onafterdeserialize.md), it's strongly recommended to profile the performance impact.

Additional Resources: [GlobalObjectId.GlobalObjectIdentifierToObjectSlow](/engine/6000.0/script-reference/unityeditor/globalobjectid/globalobjectidentifiertoobjectslow.md)
