Finding and collecting GameObjects
Syntax#
- public static GameObject Find(string name);
- public static GameObject FindGameObjectWithTag(string tag);
- public static GameObject[] FindGameObjectsWithTag(string tag);
- public static Object FindObjectOfType(Type type);
- public static Object[] FindObjectsOfType(Type type);
Remarks#
Which method to use
Be careful while looking for GameObjects at runtime, as this can be resource consuming. Especially : don’t run FindObjectOfType or Find in Update, FixedUpdate or more generally in a method called one or more time per frame.
- Call runtime methods
FindObjectOfType
andFind
only when necessary FindGameObjectWithTag
has very good performance compared to other string based methods. Unity keeps separate tabs on tagged objects and queries those instead of the entire scene.- For “static” GameObjects (such as UI elements and prefabs) created in the editor use serializable GameObject reference in the editor
- Keep your lists of GameObjects in List or Arrays that you manage yourself
- In general, if you instantiate a lot of GameObjects of the same type take a look at Object Pooling
- Cache your search results to avoid running the expensive search methods again and again.
Going deeper
Besides the methods that come with Unity, it’s relatively easy to design your own search and collection methods.
-
In case of
FindObjectsOfType()
, you could have your scripts keep a list of themselves in astatic
collection. It is far faster to iterate a ready list of objects than to search and inspect objects from the scene. -
Or make a script that stores their instances in a string based
Dictionary
, and you have a simple tagging system you can expand upon.
Searching by GameObject’s name
var go = GameObject.Find("NameOfTheObject");
Pros | Cons |
---|---|
Easy to use | Performance degrades along the number of gameobjects in scene |
Strings are weak references and suspect to user errors |
Searching by GameObject’s tags
var go = GameObject.FindGameObjectWithTag("Player");
Pros | Cons |
---|---|
Possible to search both single objects and entire groups | Strings are weak references and suspect to user errors. |
Relatively fast and efficient | Code is not portable as tags are hard coded in scripts. |
Inserted to scripts in Edit Mode
[SerializeField]
GameObject[] gameObjects;
Pros | Cons |
---|---|
Great performance | Object collection is static |
Portable code | Can only refer to GameObjects from the same scene |
Finding GameObjects by MonoBehaviour scripts
ExampleScript script = GameObject.FindObjectOfType<ExampleScript>();
GameObject go = script.gameObject;
FindObjectOfType()
returnsnull
if none is found.
Pros | Cons |
---|---|
Strongly typed | Performance degrades along the number of gameobjects needed to evaluate |
Possible to search both single objects and entire groups |
Find GameObjects by name from child objects
Transform tr = GetComponent<Transform>().Find("NameOfTheObject");
GameObject go = tr.gameObject;
Find
returnsnull
if none is found
Pros | Cons |
---|---|
Limited, well defined search scope | Strings are weak references |