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
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!
There are 5 ways to install this plugin:
"com.yasirkula.assetusagedetector": "https://github.com/yasirkula/UnityAssetUsageDetector.git",
openupm add com.yasirkula.assetusagedetector
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.