type | 見つけるオブジェクトの型 |
includeInactive | If true, components attached to inactive GameObjects are also included. |
T[] 指定した型で見つかったオブジェクトの配列を返します。
タイプから見つけたすべてのアクティブのオブジェクト配列を返します
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 inactiveObjects
is set to true.
Use Resources.FindObjectsOfTypeAll to avoid these limitations.
In 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.
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); } } }
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