Version: 2021.2
言語: 日本語
public static T[] FindObjectsOfTypeAll ();

説明

T で指定した型からすべてのオブジェクトを取得します

This function can return any type of Unity object that is loaded, including game objects, prefabs, materials, meshes, textures, etc. It will also list internal objects, therefore be careful with the way you handle the returned objects.

Contrary to Object.FindObjectsOfType this function will also list disabled objects.

using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

public class ExampleScript : MonoBehaviour { List<GameObject> GetAllObjectsOnlyInScene() { List<GameObject> objectsInScene = new List<GameObject>();

foreach (GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[]) { if (!EditorUtility.IsPersistent(go.transform.root.gameObject) &amp;&amp; !(go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave)) objectsInScene.Add(go); }

return objectsInScene; } }

This will return all GameObjects in the scene, in List<GameObject> format.

using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

public class ExampleScript : MonoBehaviour { List<GameObject> GetNonSceneObjects() { List<GameObject> objectsInScene = new List<GameObject>();

foreach (GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[]) { if (EditorUtility.IsPersistent(go.transform.root.gameObject) &amp;&amp; !(go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave)) objectsInScene.Add(go); }

return objectsInScene; } }

This will return all GameObjects in the that are also Prefabs in the Resources folder.


public static Object[] FindObjectsOfTypeAll (Type type);

説明

type で指定した型のすべてのオブジェクトを取得します

This function using non-generic types can return any type of Unity object that is loaded, including game objects, prefabs, materials, meshes, textures, etc. It will also list internal stuff, therefore be careful the way you handle the returned objects. Contrary to Object.FindObjectsOfType this function will also list disabled objects.

Note: that this function is very slow and is not recommended to be used every frame.

using UnityEngine;
using UnityEditor;
using System.Collections.Generic;

public class ExampleScript : MonoBehaviour { List<UnityEngine.Object> GetSceneObjectsNonGeneric() { List<UnityEngine.Object> objectsInScene = new List<UnityEngine.Object>();

foreach (UnityEngine.Object go in Resources.FindObjectsOfTypeAll(typeof(UnityEngine.Object)) as UnityEngine.Object[]) { GameObject cGO = go as GameObject; if (cGO != null &amp;&amp; !EditorUtility.IsPersistent(cGO.transform.root.gameObject) &amp;&amp; !(go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave)) objectsInScene.Add(go); }

return objectsInScene; } }

Find all gameObjects in scene using non-generic methods.

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