├── .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 |
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/Assets/ReferenceFinder/Editor/ReferenceFinder.cs:
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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 | }
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/Assets/Sample/ReferenceHolder.cs:
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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 |
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1 |
2 | === Sun May 3 15:23:54 2020
3 |
4 | Packages were changed.
5 | Update Mode: updateDependencies
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/README.md:
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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 | 
13 |
14 | **Step2: select FindReference/Find .. in the toolbar, or RightClick on its Transform component, then select Find Reference**
15 |
16 | 
17 |
18 | 
19 |
20 | **Step3: Results will be shown in Console window**
21 |
22 | 
23 |
24 | You can click on each result message, the found object will be pinned in Hierarchy window
25 |
26 | 
27 |
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