ドキュメント

Unity Engine

Unity Engine

CollectDeepHierarchy(Object[])

Collect all objects in the hierarchy rooted at each of the given objects.
読み終わるまでの所要時間 1 分最終更新 1ヶ月前

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor.CoreModule
public static Object[] CollectDeepHierarchy(Object[] roots)

Parameters

Array of objects where the search will start.

Returns

Type

Description

Object[]Array of objects heirarchically attached to the search array.

Remarks

This is most useful for linearizing entire GameObject hierarchies including all their components.
Note that the traversal will not include assets referenced from within the hierarchy. For example, having a MeshFilter component in the hierarchy will not cause the referenced Mesh to be included in the resulting list.

Examples

using UnityEngine;using UnityEditor;public class CollectHierarchyExample : MonoBehaviour{ void Start() { // Create two GameObjects GameObject parent = new GameObject(); GameObject child = new GameObject(); Object[] roots = new Object[] { parent }; // Name them parent.name = "Parent"; child.name = "Child"; // Make one a child of the other. child.transform.parent = parent.transform; // Collect entire hierarchy Object[] result = EditorUtility.CollectDeepHierarchy(roots); // Dump results. Will log four objects to the console; // two GameObjects ("Parent" and "Child") and two Transform // components (one belonging to "Parent" and one belonging to // "Child") foreach (Object obj in result) Debug.Log(obj); }}