type | Tipo de la clase para coincidir con la búsqueda. |
Object[] Un arreglo de objetos cuya clase es type o se deriva de type.
Devuelve una lista de todos los objetos de tipo type
.
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 stuff, therefore please be extra careful the way you handle the returned objects.
Contrary to Object.FindObjectsOfType this function will also list disabled objects.
Por favor, tenga en cuenta que esta función es muy lenta y no se recomienda usar en todos los frames.
using UnityEngine; using System.Collections;
public class ExampleScript : MonoBehaviour { // This script displays the number of allocated Unity objects by type. // This is useful for finding leaks. Knowing the type of object // (mesh, texture, sound clip, game object) that is getting leaked is // the first step. You could then print the names of all leaked assets of that type.
void Start() { print("All " + Resources.FindObjectsOfTypeAll(typeof(UnityEngine.Object)).Length); print("Textures " + Resources.FindObjectsOfTypeAll(typeof(Texture)).Length); print("AudioClips " + Resources.FindObjectsOfTypeAll(typeof(AudioClip)).Length); print("Meshes " + Resources.FindObjectsOfTypeAll(typeof(Mesh)).Length); print("Materials " + Resources.FindObjectsOfTypeAll(typeof(Material)).Length); print("GameObjects " + Resources.FindObjectsOfTypeAll(typeof(GameObject)).Length); print("Components " + Resources.FindObjectsOfTypeAll(typeof(Component)).Length); } }
using UnityEngine; using UnityEditor; using System.Collections.Generic;
public class ExampleScript : MonoBehaviour { // This script finds all the objects in scene, excluding prefabs:
List<GameObject> GetAllObjectsInScene() { List<GameObject> objectsInScene = new List<GameObject>();
foreach (GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[]) { if (go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave) continue;
if (!EditorUtility.IsPersistent(go.transform.root.gameObject)) continue;
objectsInScene.Add(go); }
return objectsInScene; } }
Devuelve una lista de todos los objetos de tipo T
.
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 stuff, therefore please be extra careful the way you handle the returned objects.
Contrary to Object.FindObjectsOfType this function will also list disabled objects.
Por favor, tenga en cuenta que esta función es muy lenta y no se recomienda usar en todos los frames.
using UnityEngine; using UnityEditor; using System.Collections.Generic;
public class ExampleScript : MonoBehaviour { // This script displays the number of allocated Unity objects by type. // This is useful for finding leaks. Knowing the type of object // (mesh, texture, sound clip, game object) that is getting leaked is // the first step. You could then print the names of all leaked assets of that type.
void Start() { print("All " + Resources.FindObjectsOfTypeAll<UnityEngine.Object>().Length); print("Textures " + Resources.FindObjectsOfTypeAll<Texture>().Length); print("AudioClips " + Resources.FindObjectsOfTypeAll<AudioClip>().Length); print("Meshes " + Resources.FindObjectsOfTypeAll<Mesh>().Length); print("Materials " + Resources.FindObjectsOfTypeAll<Material>().Length); print("GameObjects " + Resources.FindObjectsOfTypeAll<GameObject>().Length); print("Components " + Resources.FindObjectsOfTypeAll<Component>().Length); } }
using UnityEngine; using UnityEditor; using System.Collections.Generic;
public class ExampleScript : MonoBehaviour { // This script finds all the objects in scene, excluding prefabs:
List<GameObject> GetAllObjectsInScene() { List<GameObject> objectsInScene = new List<GameObject>();
foreach (GameObject go in Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[]) { if (go.hideFlags == HideFlags.NotEditable || go.hideFlags == HideFlags.HideAndDontSave) continue;
if (!EditorUtility.IsPersistent(go.transform.root.gameObject)) continue;
objectsInScene.Add(go); }
return objectsInScene; } }