FindObjectsOfType
Gets a list of all loaded objects of Type type.
Read time 7 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
FindObjectsOfType(Type)
Gets a list of all loaded objects of Type type.
public static Object[] FindObjectsOfType(Type type)
Parameters
The type of object to find.
Returns
Type | Description |
|---|---|
| Object[] | The array of objects found matching the type specified. |
Remarks
This does not return assets (such as meshes, textures or prefabs), or objects with HideFlags.DontSave set. Objects attached to inactive GameObjects are only included if is set to true. Use Resources.FindObjectsOfTypeAll to avoid these limitations.
includeInactiveIn Editor, this searches the Scene view by default. If you want to find an object in the Prefab stage, see the StageUtility APIs.
Note: This function is very slow. It is not recommended to use this function every frame. In most cases you can use the singleton pattern instead.
Obsolete: This function is obsolete, use Object.FindObjectsByType instead. This replacement allows you to specify whether to sort the resulting array. FindObjectsOfType() always sorts by InstanceID, so calling FindObjectsByType(FindObjectsSortMode.InstanceID) produces identical results. If you specify not to sort the array, the function runs significantly faster, however, the order of the results can change between calls.
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 = FindObjectsOfType<CanvasRenderer>(); var foundTextMeshObjects = FindObjectsOfType(typeof(TextMesh)); Debug.Log(foundCanvasObjects + " : " + foundCanvasObjects.Length); Debug.Log(foundTextMeshObjects + " : " + foundTextMeshObjects.Length); } }}
Additional Resources: Object.FindObjectsByType.
FindObjectsOfType(Type, bool)
Gets a list of all loaded objects of Type type.
public static Object[] FindObjectsOfType(Type type, bool includeInactive)
Parameters
Returns
Type | Description |
|---|---|
| Object[] | The array of objects found matching the type specified. |
Remarks
This does not return assets (such as meshes, textures or prefabs), or objects with HideFlags.DontSave set. Objects attached to inactive GameObjects are only included if is set to true. Use Resources.FindObjectsOfTypeAll to avoid these limitations.
includeInactiveIn Editor, this searches the Scene view by default. If you want to find an object in the Prefab stage, see the StageUtility APIs.
Note: This function is very slow. It is not recommended to use this function every frame. In most cases you can use the singleton pattern instead.
Obsolete: This function is obsolete, use Object.FindObjectsByType instead. This replacement allows you to specify whether to sort the resulting array. FindObjectsOfType() always sorts by InstanceID, so calling FindObjectsByType(FindObjectsSortMode.InstanceID) produces identical results. If you specify not to sort the array, the function runs significantly faster, however, the order of the results can change between calls.
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 = FindObjectsOfType<CanvasRenderer>(); var foundTextMeshObjects = FindObjectsOfType(typeof(TextMesh)); Debug.Log(foundCanvasObjects + " : " + foundCanvasObjects.Length); Debug.Log(foundTextMeshObjects + " : " + foundTextMeshObjects.Length); } }}
Additional Resources: Object.FindObjectsByType.
FindObjectsOfType<T>()
Gets a list of all loaded objects of Type type.
public static T[] FindObjectsOfType<T>() where T : Object
Returns
Type | Description |
|---|---|
| <T>[] | The array of objects found matching the type specified. |
Remarks
This does not return assets (such as meshes, textures or prefabs), or objects with HideFlags.DontSave set. Objects attached to inactive GameObjects are only included if is set to true. Use Resources.FindObjectsOfTypeAll to avoid these limitations.
includeInactiveIn Editor, this searches the Scene view by default. If you want to find an object in the Prefab stage, see the StageUtility APIs.
Note: This function is very slow. It is not recommended to use this function every frame. In most cases you can use the singleton pattern instead.
Obsolete: This function is obsolete, use Object.FindObjectsByType instead. This replacement allows you to specify whether to sort the resulting array. FindObjectsOfType() always sorts by InstanceID, so calling FindObjectsByType(FindObjectsSortMode.InstanceID) produces identical results. If you specify not to sort the array, the function runs significantly faster, however, the order of the results can change between calls.
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 = FindObjectsOfType<CanvasRenderer>(); var foundTextMeshObjects = FindObjectsOfType(typeof(TextMesh)); Debug.Log(foundCanvasObjects + " : " + foundCanvasObjects.Length); Debug.Log(foundTextMeshObjects + " : " + foundTextMeshObjects.Length); } }}
Additional Resources: Object.FindObjectsByType.
FindObjectsOfType<T>(bool)
Gets a list of all loaded objects of Type type.
public static T[] FindObjectsOfType<T>(bool includeInactive) where T : Object
Parameters
If true, components attached to inactive GameObjects are also included.
Returns
Type | Description |
|---|---|
| <T>[] | The array of objects found matching the type specified. |
Remarks
This does not return assets (such as meshes, textures or prefabs), or objects with HideFlags.DontSave set. Objects attached to inactive GameObjects are only included if is set to true. Use Resources.FindObjectsOfTypeAll to avoid these limitations.
includeInactiveIn Editor, this searches the Scene view by default. If you want to find an object in the Prefab stage, see the StageUtility APIs.
Note: This function is very slow. It is not recommended to use this function every frame. In most cases you can use the singleton pattern instead.
Obsolete: This function is obsolete, use Object.FindObjectsByType instead. This replacement allows you to specify whether to sort the resulting array. FindObjectsOfType() always sorts by InstanceID, so calling FindObjectsByType(FindObjectsSortMode.InstanceID) produces identical results. If you specify not to sort the array, the function runs significantly faster, however, the order of the results can change between calls.
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 = FindObjectsOfType<CanvasRenderer>(); var foundTextMeshObjects = FindObjectsOfType(typeof(TextMesh)); Debug.Log(foundCanvasObjects + " : " + foundCanvasObjects.Length); Debug.Log(foundTextMeshObjects + " : " + foundTextMeshObjects.Length); } }}
Additional Resources: Object.FindObjectsByType.