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Adding explicit tl;dr.
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DMGregory
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When you want to know the rationale for a particular addition to the API, a good place to start is the release notes for the relevant update. I found this just by searching "unity findobjectsbytype":

Scripting: Added: New Object.FindObjectsByType() function added as a potentially faster alternative to Object.FindObjectsOfType(). This new function gives users the choice whether or not to perform the expensive sorting by InstanceID on the returned collection of objects rather than having it always performed, wasting time when unnecessary. See the scripting documentation for Object.FindObjectsByType() and Object.FindObjectsOfType() for more details.

This is similar to the rationale for adding FindFirstObjectByType and FindAnyObjectByType, which were introduced in the same update (2021.3.18).

I'd suspect these additions indicate that under the hood, Unity changed the way that the game objects in open scenes and their components are stored in memory, or the acceleration structures for searching them, in such a way that made it significantly faster to get them in an unordered fashion, but slower to get them in a stable/consistent order. Since for many common use cases we don't care about order, this lets the developer take the fast path when suitable.

They couldn't just change the behaviour of the existing functions though, because that could be a breaking change for old code that relied on the fact that the old methods returned objects in a stable order — wreaking havoc on projects in development that try to update their version, or on who knows how many third-party assets and plug-ins on the Asset Store or tutorials that are not being actively maintained. So they kept the old functions behaving as-is and made a new more explicit API for new code.

I wouldn't be surprised if, in future Unity versions, the old FindObjectOfType/FindObjectsOfType APIs are deprecated, and either automatically upgraded to the equivalent new versions, or made to generate compiler warnings - that way a developer is prompted to examine each call site to determine whether stable ordering is needed for that case, letting them explicitly opt into the fast or slow paths as needed (or refactor their approach if necessary to enable taking the fast path). The team might be giving some time to battle-test the new APIs or stabilize other parts of the engine before taking this step, or giving asset developers time to update voluntarily, so as to minimize the warning spam and disruption when the old API is eventually deprecated. That's just my guess, though.

tl;dr: there's no reason to continue to use the old FindObjectsOfType API. New code should use the more explicit FindObjectsByType API exclusively, making use of the faster FindObjectsSortMode.None option whenever possible.

In rare cases where you do need a stable ordering, passing FindObjectsSortMode.InstanceID makes that requirement explicit, so it's clear you're not taking the slow path by accident, as was possible with FindObjectsOfType.

When you want to know the rationale for a particular addition to the API, a good place to start is the release notes for the relevant update. I found this just by searching "unity findobjectsbytype":

Scripting: Added: New Object.FindObjectsByType() function added as a potentially faster alternative to Object.FindObjectsOfType(). This new function gives users the choice whether or not to perform the expensive sorting by InstanceID on the returned collection of objects rather than having it always performed, wasting time when unnecessary. See the scripting documentation for Object.FindObjectsByType() and Object.FindObjectsOfType() for more details.

This is similar to the rationale for adding FindFirstObjectByType and FindAnyObjectByType, which were introduced in the same update (2021.3.18).

I'd suspect these additions indicate that under the hood, Unity changed the way that the game objects in open scenes and their components are stored in memory, or the acceleration structures for searching them, in such a way that made it significantly faster to get them in an unordered fashion, but slower to get them in a stable/consistent order. Since for many common use cases we don't care about order, this lets the developer take the fast path when suitable.

They couldn't just change the behaviour of the existing functions though, because that could be a breaking change for old code that relied on the fact that the old methods returned objects in a stable order — wreaking havoc on projects in development that try to update their version, or on who knows how many third-party assets and plug-ins on the Asset Store or tutorials that are not being actively maintained. So they kept the old functions behaving as-is and made a new more explicit API for new code.

I wouldn't be surprised if, in future Unity versions, the old FindObjectOfType/FindObjectsOfType APIs are deprecated, and either automatically upgraded to the equivalent new versions, or made to generate compiler warnings - that way a developer is prompted to examine each call site to determine whether stable ordering is needed for that case, letting them explicitly opt into the fast or slow paths as needed (or refactor their approach if necessary to enable taking the fast path). The team might be giving some time to battle-test the new APIs or stabilize other parts of the engine before taking this step, or giving asset developers time to update voluntarily, so as to minimize the warning spam and disruption when the old API is eventually deprecated. That's just my guess, though.

When you want to know the rationale for a particular addition to the API, a good place to start is the release notes for the relevant update. I found this just by searching "unity findobjectsbytype":

Scripting: Added: New Object.FindObjectsByType() function added as a potentially faster alternative to Object.FindObjectsOfType(). This new function gives users the choice whether or not to perform the expensive sorting by InstanceID on the returned collection of objects rather than having it always performed, wasting time when unnecessary. See the scripting documentation for Object.FindObjectsByType() and Object.FindObjectsOfType() for more details.

This is similar to the rationale for adding FindFirstObjectByType and FindAnyObjectByType, which were introduced in the same update (2021.3.18).

I'd suspect these additions indicate that under the hood, Unity changed the way that the game objects in open scenes and their components are stored in memory, or the acceleration structures for searching them, in such a way that made it significantly faster to get them in an unordered fashion, but slower to get them in a stable/consistent order. Since for many common use cases we don't care about order, this lets the developer take the fast path when suitable.

They couldn't just change the behaviour of the existing functions though, because that could be a breaking change for old code that relied on the fact that the old methods returned objects in a stable order — wreaking havoc on projects in development that try to update their version, or on who knows how many third-party assets and plug-ins on the Asset Store or tutorials that are not being actively maintained. So they kept the old functions behaving as-is and made a new more explicit API for new code.

I wouldn't be surprised if, in future Unity versions, the old FindObjectOfType/FindObjectsOfType APIs are deprecated, and either automatically upgraded to the equivalent new versions, or made to generate compiler warnings - that way a developer is prompted to examine each call site to determine whether stable ordering is needed for that case, letting them explicitly opt into the fast or slow paths as needed (or refactor their approach if necessary to enable taking the fast path). The team might be giving some time to battle-test the new APIs or stabilize other parts of the engine before taking this step, or giving asset developers time to update voluntarily, so as to minimize the warning spam and disruption when the old API is eventually deprecated. That's just my guess, though.

tl;dr: there's no reason to continue to use the old FindObjectsOfType API. New code should use the more explicit FindObjectsByType API exclusively, making use of the faster FindObjectsSortMode.None option whenever possible.

In rare cases where you do need a stable ordering, passing FindObjectsSortMode.InstanceID makes that requirement explicit, so it's clear you're not taking the slow path by accident, as was possible with FindObjectsOfType.

Clarifying
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DMGregory
  • 136.3k
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When you want to know the rationale for a particular addition to the API, a good place to start is the release notes for the relevant update. I found this just by searching "unity findobjectsbytype":

Scripting: Added: New Object.FindObjectsByType() function added as a potentially faster alternative to Object.FindObjectsOfType(). This new function gives users the choice whether or not to perform the expensive sorting by InstanceID on the returned collection of objects rather than having it always performed, wasting time when unnecessary. See the scripting documentation for Object.FindObjectsByType() and Object.FindObjectsOfType() for more details.

This is similar to the rationale for adding FindFirstObjectByType and FindAnyObjectByType, which were introduced in the same update (2021.3.18).

I'd suspect these additions indicate that under the hood, Unity changed the way that the game objects in open scenes and their components are stored in memory, or the acceleration structures for searching them, in such a way that made it significantly faster to get them in an unordered fashion, but slower to get them in a stable/consistent order. Since for many common use cases we don't care about order, this lets the developer take the fast path when suitable.

They couldn't just change the behaviour of the existing functions though, because that could be a breaking change for old code that relied on the fact that the old methods returned objects in a stable order — wreaking havoc on projects in development that try to update their version, or on who knows how many third-party assets and plug-ins on the Asset Store or tutorials that are not being actively maintained. So they kept the old functions behaving as-is and made a new more explicit API for new code.

I wouldn't be surprised if, in future Unity versions, the old FindObjectOfType/FindObjectsOfType APIs are deprecated, and either automatically upgraded to the equivalent new versions, or made to generate compiler warnings so the- that way a developer canis prompted to examine each call site to determine whether stable ordering is needed for that case when updating manually, letting them explicitly opt into the fast or slow paths as needed (or refactor their approach if necessary to enable taking the fast path). The team might be giving solesome time to battle-test the new APIs or stabilize other parts of the engine before taking this step, or giving asset developers time to update voluntarily, so as to minimize the warning spam and disruption when the old API is eventually deprecated. That's just my guess, though.

When you want to know the rationale for a particular addition to the API, a good place to start is the release notes for the relevant update. I found this just by searching "unity findobjectsbytype":

Scripting: Added: New Object.FindObjectsByType() function added as a potentially faster alternative to Object.FindObjectsOfType(). This new function gives users the choice whether or not to perform the expensive sorting by InstanceID on the returned collection of objects rather than having it always performed, wasting time when unnecessary. See the scripting documentation for Object.FindObjectsByType() and Object.FindObjectsOfType() for more details.

This is similar to the rationale for adding FindFirstObjectByType and FindAnyObjectByType, which were introduced in the same update (2021.3.18).

I'd suspect these additions indicate that under the hood, Unity changed the way that the game objects in open scenes and their components are stored in memory, or the acceleration structures for searching them, in such a way that made it significantly faster to get them in an unordered fashion, but slower to get them in a stable/consistent order. Since for many common use cases we don't care about order, this lets the developer take the fast path when suitable.

They couldn't just change the behaviour of the existing functions though, because that could be a breaking change for old code that relied on the fact that the old methods returned objects in a stable order — wreaking havoc on projects in development that try to update their version, or on who knows how many third-party assets and plug-ins on the Asset Store or tutorials that are not being actively maintained. So they kept the old functions behaving as-is and made a new more explicit API for new code.

I wouldn't be surprised if, in future Unity versions, the old APIs are deprecated, and either automatically upgraded to the equivalent new versions, or generate warnings so the developer can examine each call site to determine whether stable ordering is needed for that case when updating manually. The team might be giving sole time to battle-test the new APIs or stabilize other parts of the engine before taking this step, or giving asset developers time to update voluntarily so as to minimize the warning spam and disruption when the old API is eventually deprecated. That's just my guess, though.

When you want to know the rationale for a particular addition to the API, a good place to start is the release notes for the relevant update. I found this just by searching "unity findobjectsbytype":

Scripting: Added: New Object.FindObjectsByType() function added as a potentially faster alternative to Object.FindObjectsOfType(). This new function gives users the choice whether or not to perform the expensive sorting by InstanceID on the returned collection of objects rather than having it always performed, wasting time when unnecessary. See the scripting documentation for Object.FindObjectsByType() and Object.FindObjectsOfType() for more details.

This is similar to the rationale for adding FindFirstObjectByType and FindAnyObjectByType, which were introduced in the same update (2021.3.18).

I'd suspect these additions indicate that under the hood, Unity changed the way that the game objects in open scenes and their components are stored in memory, or the acceleration structures for searching them, in such a way that made it significantly faster to get them in an unordered fashion, but slower to get them in a stable/consistent order. Since for many common use cases we don't care about order, this lets the developer take the fast path when suitable.

They couldn't just change the behaviour of the existing functions though, because that could be a breaking change for old code that relied on the fact that the old methods returned objects in a stable order — wreaking havoc on projects in development that try to update their version, or on who knows how many third-party assets and plug-ins on the Asset Store or tutorials that are not being actively maintained. So they kept the old functions behaving as-is and made a new more explicit API for new code.

I wouldn't be surprised if, in future Unity versions, the old FindObjectOfType/FindObjectsOfType APIs are deprecated, and either automatically upgraded to the equivalent new versions, or made to generate compiler warnings - that way a developer is prompted to examine each call site to determine whether stable ordering is needed for that case, letting them explicitly opt into the fast or slow paths as needed (or refactor their approach if necessary to enable taking the fast path). The team might be giving some time to battle-test the new APIs or stabilize other parts of the engine before taking this step, or giving asset developers time to update voluntarily, so as to minimize the warning spam and disruption when the old API is eventually deprecated. That's just my guess, though.

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DMGregory
  • 136.3k
  • 22
  • 247
  • 373

When you want to know the rationale for a particular addition to the API, a good place to start is the release notes for the relevant update. I found this just by searching "unity findobjectsbytype":

Scripting: Added: New Object.FindObjectsByType() function added as a potentially faster alternative to Object.FindObjectsOfType(). This new function gives users the choice whether or not to perform the expensive sorting by InstanceID on the returned collection of objects rather than having it always performed, wasting time when unnecessary. See the scripting documentation for Object.FindObjectsByType() and Object.FindObjectsOfType() for more details.

This is similar to the rationale for adding FindFirstObjectByType and FindAnyObjectByType, which were introduced in the same update (2021.3.18).

I'd suspect these additions indicate that under the hood, Unity changed the way that the game objects in open scenes and their components are stored in memory, or the acceleration structures for searching them, in such a way that made it significantly faster to get them in an unordered fashion, but slower to get them in a stable/consistent order. Since for many common use cases we don't care about order, this lets the developer take the fast path when suitable.

They couldn't just change the behaviour of the existing functions though, because that could be a breaking change for old code that relied on the fact that the old methods returned objects in a stable order — wreaking havoc on projects in development that try to update their version, or on who knows how many third-party assets and plug-ins on the Asset Store or tutorials that are not being actively maintained. So they kept the old functions behaving as-is and made a new more explicit API for new code.

I wouldn't be surprised if, in future Unity versions, the old APIs are deprecated, and either automatically upgraded to the equivalent new versions, or generate warnings so the developer can examine each call site to determine whether stable ordering is needed for that case when updating manually. The team might be giving sole time to battle-test the new APIs or stabilize other parts of the engine before taking this step, or giving asset developers time to update voluntarily so as to minimize the warning spam and disruption when the old API is eventually deprecated. That's just my guess, though.