https://docs.unity3d.com/ScriptReference/GameObject.Find.html
*Read intro first
Finds a GameObject by name and returns it.
This function only returns active GameObjects. If no GameObject with name can be found, null is returned. If name contains a ‘/’ character, it traverses the hierarchy like a path name.
*Importante!!!! = For performance reasons, it is recommended to not use this function every frame. Instead, cache the result in a member variable at startup. or use GameObject.FindWithTag.
Note: If you wish to find a child GameObject, it is often easier to use Transform.Find.
Note: If the game is running with multiple scenes then Find will search in all of them.
using UnityEngine;
using System.Collections;
// This returns the GameObject named Hand in one of the Scenes.
public class ExampleClass : MonoBehaviour
{
public GameObject hand;
void Example()
{
// This returns the GameObject named Hand.
hand = GameObject.Find(“Hand”);
// This returns the GameObject named Hand.
// Hand must not have a parent in the Hierarchy view.
hand = GameObject.Find(“/Hand”);
// This returns the GameObject named Hand,
// which is a child of Arm > Monster.
// Monster must not have a parent in the Hierarchy view.
hand = GameObject.Find(“/Monster/Arm/Hand”);
// This returns the GameObject named Hand,
// which is a child of Arm > Monster.
hand = GameObject.Find(“Monster/Arm/Hand”);
}
}
GameObject.Find is useful for automatically connecting references to other objects at load time; for example, inside MonoBehaviour.Awake or MonoBehaviour.Start.
For performance reasons, it is recommended to not use this function every frame.
A common pattern is to assign a GameObject to a variable inside MonoBehaviour.Start, and use the variable in MonoBehaviour.Update.
using UnityEngine;
using System.Collections;
// Find the GameObject named Hand and rotate it every frame
public class ExampleClass : MonoBehaviour
{
private GameObject hand;
void Start()
{
hand = GameObject.Find(“/Monster/Arm/Hand”);
}
void Update()
{
hand.transform.Rotate(0, 100 * Time.deltaTime, 0);
}
}