How get all inactive objects in scene?

Resource.FindObjectsOfRtypeAll(…) retrieve all objects in scene and prefabs.
How get only inactive objects in scene?

Object.FindObjectsOfType will find objects in the scene but not inactive ones. Can you give any more information about what you are doing here? They may be another way to go about it.

I have two sets of elements foreach language : English, Russian. At time only single sets is active, other inactive. Elements saved as prefabs. When i activate disable elements

pseudocod:
objs = Resource.FindObjectsOfRtypeAll(…)
foreach(var o in objs){
if(!o.active) o.SetActiveRecursively(true) //error when prefab

}

Yes, many other ways resolve this issue, but common task differentiate prefabs and inactive objects in scene don’t have simple solution.

In russian forum i found snippet for this problem:
public List gos = new List();
void Awake()
{
GameObject[ ] gosTemp = Resources.FindObjectsOfTypeAll(typeof(GameObject)) as GameObject[ ];
for (int i = 0; i < gosTemp.Length; i++)
{
if (gosTemp*.active == false)*
{
// ещё можно использовать DestroyImmediate для отличения префабов
GameObject goParent = new GameObject();
Transform lastParent = gosTemp*.transform.parent;*
gosTemp*.transform.parent = goParent.transform;*
if (gosTemp*.transform.parent == lastParent)*
{
Debug.Log("Нашёлся префаб: " + gosTemp*.name);*
}
else
{
gosTemp*.transform.parent = lastParent;*
gos.Add(gosTemp*);*
}
Destroy(goParent);
}
}
}
sorry for english

You could use a boolean, like

var english = true;

And either instantiate only the relevant prefabs for that language, or deactivate objects you don’t need at game start:

function Awake(){
	if (!english) gameObject.active = false;
}

You could also use the same objects for both languages, but have different scripts attached to handle each language, enabling/disabling them as necessary.