Asset Usage Detector for Unity 3D
Available on Asset Store: https://assetstore.unity.com/packages/tools/utilities/asset-usage-detector-112837
Forum Thread: https://forum.unity.com/threads/asset-usage-detector-find-references-to-an-asset-object-open-source.408134/
Discord: https://discord.gg/UJJt549AaV
ABOUT
This tool helps you find usages of the selected asset(s) and/or scene object(s), i.e. lists the objects that refer to them. It is possible to search for references in the Assets folder (Project view) and/or in the scene(s) of your project. You can also search for references while in Play mode!
INSTALLATION
There are 5 ways to install this plugin:
- import AssetUsageDetector.unitypackage via Assets-Import Package
- clone/download this repository and move the Plugins folder to your Unity project's Assets folder
- import it from Asset Store
- (via Package Manager) add the following line to Packages/manifest.json:
"com.yasirkula.assetusagedetector": "https://github.com/yasirkula/UnityAssetUsageDetector.git",
- (via OpenUPM) after installing openupm-cli, run the following command:
openupm add com.yasirkula.assetusagedetector
HOW TO
- Open Window - Asset Usage Detector window, configure the settings and hit GO!
- or, right click an object and select Search For References
- To learn how to interpret the search results and for more instructions, please see the included README.txt file
- You can tweak most settings/colors via Project Settings/yasirkula/Asset Usage Detector page (on older versions, this menu is located at Preferences window)
SEARCH REFACTORING
While searching for references using the Scripting API, it's possible to get notified of the found references during the search (some references like Assembly Definition File references or Shader Graph references aren't supported) and in most cases, refactor them (e.g. changing all usages of a searched object with something else or null). Disabling Lazy Scene Search is recommended while using this feature and it's advised to backup your project beforehand.
To initiate a search using the Scripting API, you need to put your script either in Editor folder or add AssetUsageDetector.Editor
as reference to your Assembly Definition File. Then, you can either create a new instance of AssetUsageDetectorNamespace.AssetUsageDetector
object and call its Run
method, or call the AssetUsageDetectorNamespace.AssetUsageDetectorWindow.ShowAndSearch
method. In either case, you'll be handling the search refactoring in the searchRefactoring callback:
void ReplaceFontUsages( Font from, Font to )
{
AssetUsageDetector assetUsageDetector = new AssetUsageDetector();
assetUsageDetector.Run( new AssetUsageDetector.Parameters()
{
objectsToSearch = new Object[] { from },
lazySceneSearch = false,
searchRefactoring = ( searchMatch ) =>
{
Debug.LogFormat( "Found a {0} reference from {1} to {2}", searchMatch.GetType().Name, searchMatch.Source, searchMatch.Value );
searchMatch.ChangeValue( to );
}
} );
}
NOTE: Refactored references won't be reflected to the returned search results, old references will continue to be displayed. After saving the changes (modified scenes) and initiating another search, correct search results will be shown.
NOTE2: After refactoring the references, consider performing a normal search to see if all references were correctly refactored. If some references weren't refactored (even though they could've been), feel free to report it.
KNOWN LIMITATIONS
- static variables aren't searched
- Resources.Load usages can't be found
- GUIText materials aren't searched
- Textures in Lens Flares can't be searched