官方解释是通过名字获取到一个子物体(Finds a child by name and returns it),该方法可以获取到隐藏(inactive)的GameObject, 可以通过先获得父对象(active必须为true),再通过寻找孩子Transform.Find() 1GameObject root = GameObject.Find("GameObject");23GameObject xxxx = root.transform.Find("xxxx").gameObject;...
g).FindObjectOfType<>()依据组件类型 h).FindObjectsOfType<>() ③Transform: 已知层级:在他的直接孩子中查找 a).Find(string name) b).FindChild(string name) c).GetChild(int index) 未知层级,已知组件名字: publicstaticTransform GetChild(Transform transform,stringname) { Transform targetTF=transform...
区别就是Find函数需要将物体层级标示清楚,而FindChild则是直接使用子物体名作参数
FindAnyObjectByType Retrieves any active loaded object of Type type. FindFirstObjectByType Retrieves the first active loaded object of Type type. FindObjectsByType Retrieves a list of all loaded objects of Type type. Instantiate Clones the object original and returns the clone. InstantiateAsync Ca...
Copy(); } static List<string> listParName = new List<string>(); public static bool FindParName(Transform trans) { if (trans == null) { return false; } if (trans.GetComponent<UGUIPanel>() == null) { listParName.Add(trans.name); FindParName(trans.parent); return false; } return...
1.使用 Resources.FindObjectsOfTypeAll(type) 2. 使用 Object.FindObjectsOfType(true); 总结 其他-- 遍历某个物体的所有子物体 1. transform.childCount + transform.GetChild(index) 2. Component.GetComponentsInChildren(includeInactive) 为什么需要使用 Find?(下面的理由会涉及其他内容,如果与不懂的可以略过,...
如果需要查找子对象,请确保提供正确的路径。GameObject.Find("Parent/Child")。 当使用Resources.FindObjectsOfTypeAll查找资源时,确保资源已正确导入并在项目中可见。 4、:在获取组件时,可以使用GetComponent方法,如果可能不存在该组件,请使用TryGetComponent方法以避免抛出异常。
// Returns the first EnemyAI script component instance it finds on any game object. // This type is EnemyAI (a component), not a GameObject. var enemyAI = GameObject.FindObjectOfType<EnemyAI>(); // I'll actually get a ref to its top-level GameObject. var enemyGameObject...
But by creating prefabs, you can. Just drag any game object from the hierarchy back into the project folder and a new file is created with the extension .prefab that includes any child hierarchies. You can now drag this file into your scenes and reuse it. The original game object turns ...
Support Make Object ID in the debugger. Support breakpoint hit count in the debugger. Support break-on-exception in the debugger (Experimental. See Options Dialog). Support creation of objects and arrays when evaluating expressions in the debugger. Support null comparison when evaluation expressions ...