├── .gitignore ├── Assets ├── Images.meta ├── Images │ ├── ClickOnConsoleMessage.png │ ├── ClickOnConsoleMessage.png.meta │ ├── ConsoleResult.png │ ├── ConsoleResult.png.meta │ ├── Method1.png │ ├── Method1.png.meta │ ├── TryFindMe.png │ ├── TryFindMe.png.meta │ ├── method2.png │ └── method2.png.meta ├── ReferenceFinder.meta ├── ReferenceFinder │ ├── Editor.meta │ └── Editor │ │ ├── ReferenceFinder.cs │ │ └── ReferenceFinder.cs.meta ├── Sample.meta └── Sample │ ├── ReferenceHolder.cs │ ├── ReferenceHolder.cs.meta │ ├── Sample.unity │ └── Sample.unity.meta ├── Logs └── Packages-Update.log ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /Library 2 | /.vs 3 | /Temp 4 | /Unity-SimpleReferenceFinder.Editor.csproj 5 | /Unity-SimpleReferenceFinder.sln 6 | /Unity-SimpleReferenceFinder.csproj 7 | -------------------------------------------------------------------------------- /Assets/Images.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6d5ac0dddd250ae45bd17d187c67c17a 3 | folderAsset: yes 4 | timeCreated: 1524561559 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Images/ClickOnConsoleMessage.png: 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/Assets/ReferenceFinder/Editor/ReferenceFinder.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | using UnityEditor; 4 | using System.Collections.Generic; 5 | using UnityEditor.SceneManagement; 6 | using UnityEngine.SceneManagement; 7 | using UnityEditor.Experimental.SceneManagement; 8 | 9 | /// 10 | /// Main class (and also the main class of this tool :v). 11 | /// Remember to put it in any Editor foldoer to let it work. 12 | /// Follow the Readme or decription in Sample scene to know how to use this tool. 13 | /// 14 | public class ReferenceFinder : EditorWindow { 15 | [MenuItem("CONTEXT/Transform/Who reference this GameObject?")] 16 | static void SearchGameObjectReferenceInScene(MenuCommand command) { 17 | ClearConsole(); 18 | var parentGameObject = ((Component)command.context).gameObject; 19 | Debug.LogFormat(parentGameObject, "----- Find GameObject reference : {0}", parentGameObject.name); 20 | FindObjectReferenceInAllActiveScene(parentGameObject); 21 | } 22 | 23 | [MenuItem("CONTEXT/Component/Who reference this Component?")] 24 | static void SearchComponentRefenreceInScene(MenuCommand command) { 25 | Debug.LogFormat(command.context, "----- Find Component reference : {0}", command.context.name); 26 | FindObjectReferenceInAllActiveScene(command.context); 27 | } 28 | 29 | [MenuItem("FindReference/Search Object References in active scene")] 30 | static void ObjectSearchReferenceInScene() { 31 | // the Object user selected in any window 32 | var selectedObject = Selection.activeObject; 33 | if (selectedObject == null) { 34 | Debug.LogWarning("You must select an object !!"); 35 | return; 36 | } 37 | ClearConsole(); 38 | Debug.LogFormat(selectedObject, "----- Find GameObject reference : {0}", selectedObject.name); 39 | FindObjectReferenceInAllActiveScene(selectedObject); 40 | } 41 | 42 | [MenuItem("Tools/Clear Console")]// %#c")] // CMD + SHIFT + C 43 | static void ClearConsole() { 44 | // This simply does "LogEntries.Clear()" the long way: 45 | const string LOG_ENTRIES_PATH = "UnityEditor.LogEntries, UnityEditor.dll"; 46 | var logEntries = System.Type.GetType(LOG_ENTRIES_PATH); 47 | if (logEntries == null) { 48 | Debug.LogWarning("ReferenceFinder, cannot clear console windows"); 49 | return; 50 | } 51 | var clearMethod = logEntries.GetMethod("Clear", System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.Public); 52 | if (clearMethod == null) { 53 | Debug.LogWarning("ReferenceFinder, cannot find [Clear] method in dll to invoke, console not clear"); 54 | return; 55 | } 56 | clearMethod.Invoke(null, null); 57 | } 58 | 59 | static void FindObjectReferenceInAllActiveScene(Object suspect) { 60 | // from Unity 2017, we have multiple scene in Hierachy 61 | var rootObjectList = new List(); 62 | var allScene = new List(); 63 | // add all scene 64 | for (int n = 0; n < EditorSceneManager.sceneCount; n++) { 65 | var scene = EditorSceneManager.GetSceneAt(n); 66 | allScene.Add(scene); 67 | } 68 | // from 2019, we have prefab preview scene as well 69 | var prefabStage = PrefabStageUtility.GetCurrentPrefabStage(); 70 | if(prefabStage != null) { 71 | var prefabScene = prefabStage.scene; 72 | allScene.Add(prefabScene); 73 | } 74 | // also find object in DontDestroyScene. 75 | // follow this post here : https://gamedev.stackexchange.com/questions/140014/how-can-i-get-all-dontdestroyonload-gameobjects 76 | // NOTES : access DontDestroyOnLoad scene only work in Editor. And DontDestroyScene only available in Play mode 77 | if (Application.isPlaying) { 78 | var decoyObject = new GameObject(); 79 | GameObject.DontDestroyOnLoad(decoyObject); 80 | allScene.Add(decoyObject.scene); 81 | DestroyImmediate(decoyObject); 82 | } 83 | // expand our rootObjectList 84 | for (int n = 0; n < allScene.Count; n++) { 85 | var scene = allScene[n]; 86 | if(!scene.isLoaded) { 87 | Debug.Log($"Scene [{scene.name}] exist in Hierarchy but not loaded, ignore search"); 88 | continue; 89 | } 90 | var roots = new List(); 91 | scene.GetRootGameObjects(roots); 92 | rootObjectList.AddRange(roots); 93 | } 94 | /// Use a loop throught rootObjects.GetComponentsInChildRen(true) in the active scene instead of : 95 | /// Object.FindObjectsOfType : only search in ACTIVE objects in scene 96 | /// Resources.FindObjectsOfTypeAll : too slow, cause it find in everything in our project 97 | for (int n = 0, amount = rootObjectList.Count; n < amount; n++) { 98 | FindReferenceInGameObjectAndItsChilds(rootObjectList[n], suspect); 99 | } 100 | Debug.Log("------ Search Finished ---------"); 101 | } 102 | 103 | static void FindReferenceInGameObjectAndItsChilds(GameObject target, Object suspect) { 104 | /// DONT use GetComponentsInChildren() !!! If you have a nested gameobject with too many child levels, 105 | /// then this function may consume a lot of memory and cause Unity to crashed. 106 | /// SO, find reference in gameobject components first, then recursive call to all it child. 107 | /// Remeber to release any allocated List, array ... cause the recursive will put all current objects to stack, 108 | /// then our memory will keep expand on each recursive calls. Mind that to save your Unity :v 109 | 110 | // find in its components first. 111 | var componentList = new List(); 112 | target.GetComponents(componentList); 113 | for (int n = 0, count = componentList.Count; n < count; n++) { 114 | var component = componentList[n]; 115 | // remember this null checking step 116 | if (component == null) 117 | continue; 118 | /// use SerializeObject, so we can iterate through all serialized field in the component 119 | var serializeObject = new SerializedObject(component); 120 | var iterator = serializeObject.GetIterator(); 121 | 122 | while (iterator.NextVisible(true)) { 123 | /// Here we'll checking 2 cases: 124 | /// Array : will iterator through that array 125 | /// Normal property : no iterator, just compare. 126 | /// In those cases, we have difference Log command 127 | /// NOTES : if the SerializeProperty.type == "string", then it's isArray also = true 128 | /// we should ignore this case, it cause "operation is not possible when moved past all properties" exception 129 | const string EXCLUDE_STRING_TYPE = "string"; 130 | if (iterator.isArray && iterator.type != EXCLUDE_STRING_TYPE) { 131 | FindReferenceInArraySerializeProperty(iterator, suspect, component); 132 | } 133 | else { 134 | const string FORMAT = "object[{0}], component[{1}], field [{2}], scene [{3}]"; 135 | if (CompareReferenceOfSerializeProperty(iterator, suspect)) { 136 | var sceneName = component.gameObject.scene.name; 137 | Debug.LogFormat(component, FORMAT, component.gameObject.name, component.GetType(), iterator.displayName, sceneName); 138 | } 139 | } 140 | } 141 | } 142 | // cause we'll do recursive call here, might consume lot of RAM, better clear all references possible here 143 | componentList.Clear(); 144 | componentList = null; 145 | 146 | // then recursive to it childs 147 | if (target.transform.childCount > 0) { 148 | for (int n = 0, count = target.transform.childCount; n < count; n++) { 149 | var child = target.transform.GetChild(n).gameObject; 150 | FindReferenceInGameObjectAndItsChilds(child, suspect); 151 | } 152 | } 153 | } 154 | 155 | static void FindReferenceInArraySerializeProperty(SerializedProperty property, Object suspect, Component component) { 156 | var arrayName = property.displayName; 157 | var arraySize = property.arraySize; 158 | /// If the SerializeProperty is an Array with size n. Then the next element will the 159 | /// SerializeFIeld with name "Size" - which display in inspector just before the array expand. 160 | /// Then, their will be the n SerializeProperty corressponding to the array. 161 | /// So, call NextVisible here, to skip the "Size" property which we dont need to check 162 | property.NextVisible(true); 163 | 164 | /// Loop through n properties in the Array, 165 | /// Use NextVisible n times to do this 166 | for (int k = 0; k < arraySize; k++) { 167 | if (!property.NextVisible(true)) 168 | break; 169 | if (CompareReferenceOfSerializeProperty(property, suspect)) { 170 | const string LOG_FORMAT = "object[{0}], component[{1}], arrayField [{2}], index {3}, scene [{4}]"; 171 | var sceneName = component.gameObject.scene.name; 172 | Debug.LogFormat(component, LOG_FORMAT, component.gameObject.name, component.GetType(), arrayName, k, sceneName); 173 | } 174 | } 175 | } 176 | 177 | static bool CompareReferenceOfSerializeProperty(SerializedProperty property, Object suspect) { 178 | if (property.propertyType == SerializedPropertyType.ObjectReference) { 179 | /// there're 2 sub-type of Object that we need to care : 180 | /// GameObject (extend from Object, not Component) + ScriptableObject (extend from Object) 181 | /// Component : mesh, collider, rigidbody .v.v.. 182 | if ((property.objectReferenceValue is GameObject || property.objectReferenceValue is ScriptableObject) 183 | && property.objectReferenceValue == suspect) { 184 | return true; 185 | } 186 | else if (property.objectReferenceValue is Component) { 187 | var castToComponent = property.objectReferenceValue as Component; 188 | if (castToComponent == null) 189 | return false; 190 | // same parent object? then this's our suspect 191 | var parentGameObject = castToComponent.gameObject; 192 | return parentGameObject == suspect; 193 | } 194 | // none of above types (other classes inherit from Object such as Sprite, Material ..) 195 | return property.objectReferenceValue == suspect; 196 | } 197 | // default is false 198 | return false; 199 | } 200 | } -------------------------------------------------------------------------------- /Assets/ReferenceFinder/Editor/ReferenceFinder.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f0f1806d3d35b4742a1557a01f485641 3 | timeCreated: 1524559396 4 | licenseType: Free 5 | MonoImporter: 6 | externalObjects: {} 7 | serializedVersion: 2 8 | defaultReferences: [] 9 | executionOrder: 0 10 | icon: {instanceID: 0} 11 | userData: 12 | assetBundleName: 13 | assetBundleVariant: 14 | -------------------------------------------------------------------------------- /Assets/Sample.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 11384dbee45e8754c9b5645068da974b 3 | folderAsset: yes 4 | timeCreated: 1524561567 5 | licenseType: Free 6 | DefaultImporter: 7 | externalObjects: {} 8 | userData: 9 | assetBundleName: 10 | assetBundleVariant: 11 | -------------------------------------------------------------------------------- /Assets/Sample/ReferenceHolder.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | /// 6 | /// Just a component that hold reference to another object on scene 7 | /// 8 | public class ReferenceHolder : MonoBehaviour { 9 | [SerializeField] GameObject gameobjectReference; 10 | [SerializeField] Rigidbody2D rigidbodyReference; 11 | [SerializeField] ReferenceHolder monobehaviorReference; 12 | [SerializeField] GameObject[] referenceArray; 13 | } 14 | -------------------------------------------------------------------------------- /Assets/Sample/ReferenceHolder.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: baca57650ecf54d4197f2e7aa9984980 3 | timeCreated: 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https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # What's this ? 2 | 3 | A simple extension that helps you find references in the scene. 4 | Assume you have a GameObject or a Component in a GameObject that you want to know if there any object on the scene that holds the reference to it? Then this extension is for you. 5 | 6 | # Then how to use it? 7 | 8 | Open the sample scene and follow these steps : 9 | 10 | **Step1: select a GameObject you want to find reference in Hierarchy window** 11 | 12 | ![tryfindme](https://user-images.githubusercontent.com/9117538/39180333-ce7b7c54-47e0-11e8-9712-6aa35ffea37e.png) 13 | 14 | **Step2: select FindReference/Find .. in the toolbar, or RightClick on its Transform component, then select Find Reference** 15 | 16 | ![method1](https://user-images.githubusercontent.com/9117538/39180442-16d43a18-47e1-11e8-8233-b6f67678aee9.png) 17 | 18 | ![method2](https://user-images.githubusercontent.com/9117538/39180484-30752c98-47e1-11e8-91c3-b86b28777973.png) 19 | 20 | **Step3: Results will be shown in Console window** 21 | 22 | ![consoleresult](https://user-images.githubusercontent.com/9117538/39180531-56ced88a-47e1-11e8-9d37-7a76d1aa2fce.png) 23 | 24 | You can click on each result message, the found object will be pinned in Hierarchy window 25 | 26 | ![clickonconsolemessage](https://user-images.githubusercontent.com/9117538/39180600-896b47e2-47e1-11e8-8cda-0d6126a7d509.png) 27 | --------------------------------------------------------------------------------