FindObjectsByTypeRetrieves a list of all loaded objects of Type type. InstantiateClones the object original and returns the clone. InstantiateAsyncCaptures a snapshot of the original object (that must be related to some GameObject) and returns the AsyncInstantiateOperation. ...
// Find GameObject by nameGameObject MyGO = GameObject.Find("MyNamedGameObject");// Find Objects by typeMyComponent[] Components = Object.FindObjectsOfType(typeof(MyComponent)) as MyComponent[];foreach (MyComponent Component in Components){ // ...}// Find GameObjects by tagGameObject[] Gam...
DontDestroyOnLoad Do not destroy the target Object when loading a new Scene. 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....
// Find GameObject by nameGameObject MyGO = GameObject.Find("MyNamedGameObject");// Find Objects by typeMyComponent[] Components = Object.FindObjectsOfType(typeof(MyComponent)) as MyComponent[];foreach (MyComponent Component in Components){ // ...}// Find GameObjects by tagGameObject[] Gam...
FindObjectOfType Returns the first active loaded object of Type type. FindObjectsOfType Returns a list of all active loaded objects of Type type. Instantiate Clones the object original and returns the clone. Operators bool Does the object exist?
If false, then the operation loads any objects that it can and does not release the operation. In the case of failures, the operation still completes with a status of Failed. In addition, the list of assets returned has null values where the failed assets would otherwise appear. ...
// // 参数: // name: [FreeFunction(Name = "GameObjectBindings::Find")] public static GameObject Find(string name); // // 摘要: // Returns an array of active GameObjects tagged tag. Returns empty array if no // GameObject was found. // // 参数: // tag: // The name of the ...
This may not be game root directory! Launch the game. Due to various considerations, not all text hooks are enabled by default, so if you find that the game or parts of the game are not being properly translated it may be worth going into the configuration file and enable some of the ...
By default, it caches all promises but you can configure TaskPool.SetMaxPoolSize to your value, the value indicates cache size per type. TaskPool.GetCacheSizeInfo returns currently cached objects in pool.foreach (var (type, size) in TaskPool.GetCacheSizeInfo()) { Debug.Log(type + ":"...
// 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 = enemyAI.gameObject; // Want the enemy’s position?