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Question by
NiRR · Jan 07, 2014 at 06:37 PM ·
when activating objects manually, unactivated objects can't be found with GameObject.Find
Hi!
I'm trying to optimize some scene changes by activating the next scene's objects manually. The problem starts when some objects aren't activated yet, and other objects can't find them. Can anyone suggest a way to work around this?
Thanks.
Comment
Resources.FindObjectsOfTypeAll() will find disables objects, but it is an expensive call and finds internal stuff.
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