Getting all assets of the specified type

I’m searching for something like:

Object[] objs = AssetDatabase.Find (typeof (ScriptableObject));

Does this exists? If not, how does ProjectWindow (or a SearchableEditorWindow) get those? How does the search manage to filter by type? (t:Material)

Unity has made Object. FindObjectsOfTypeIncludingAssets obsolete and recommends you use Resources. FindObjectsOfTypeAll but this will not find all assets.

I have written a small piece of code that you can use in Editor only that takes a generic type and will return all objects in your project regardless of if they have been loaded yet.

public static List<T> FindAssetsByType<T>() where T : UnityEngine.Object
	List<T> assets = new List<T>();

	string[] guids = AssetDatabase.FindAssets(string.Format("t:{0}", typeof(T)));

	for( int i = 0; i < guids.Length; i++ )
		string assetPath = AssetDatabase.GUIDToAssetPath( guids *);*
  •   	T asset = AssetDatabase.LoadAssetAtPath<T>( assetPath );*
  •   	if( asset != null )*
  •   	{*
  •   		assets.Add(asset);*
  •   	}*
  •   }*
  •   return assets;*
  • }*

Here is a c# one for getting all assets in project of type with a certain file extension

            /// <summary>
            /// Used to get assets of a certain type and file extension from entire project
            /// </summary>
            /// <param name="type">The type to retrieve. eg typeof(GameObject).</param>
            /// <param name="fileExtension">The file extention the type uses eg ".prefab".</param>
            /// <returns>An Object array of assets.</returns>
            public static Object[] GetAssetsOfType(System.Type type, string fileExtension)
                List<Object> tempObjects = new List<Object>();
                DirectoryInfo directory = new DirectoryInfo(Application.dataPath);
                FileInfo[] goFileInfo = directory.GetFiles("*" + fileExtension, SearchOption.AllDirectories);
                int i = 0; int goFileInfoLength = goFileInfo.Length;
                FileInfo tempGoFileInfo; string tempFilePath;
                Object tempGO;
                for (; i < goFileInfoLength; i++)
                    tempGoFileInfo = goFileInfo*;*

if (tempGoFileInfo == null)

tempFilePath = tempGoFileInfo.FullName;
tempFilePath = tempFilePath.Replace(@"", “/”).Replace(Application.dataPath, “Assets”);

Debug.Log(tempFilePath + "
" + Application.dataPath);

tempGO = AssetDatabase.LoadAssetAtPath(tempFilePath, typeof(Object)) as Object;
if (tempGO == null)
Debug.LogWarning(“Skipping Null”);
else if (tempGO.GetType() != type)
Debug.LogWarning("Skipping " + tempGO.GetType().ToString());


return tempObjects.ToArray();

AssetDatabase.Find(“t: ScriptableObject”)
You can test the filters in your searchbar before
Documentation: Unity - Scripting API: AssetDatabase.FindAssets

glitchers answer is correct but here’s an iterator version of it:

public static IEnumerable<T> FindAssetsByType<T>() where T : Object {
        var guids = AssetDatabase.FindAssets($"t:{typeof(T)}");
        foreach (var t in guids) {
            var assetPath = AssetDatabase.GUIDToAssetPath(t);
            var asset = AssetDatabase.LoadAssetAtPath<T>(assetPath);
            if (asset != null) {
                yield return asset;