Unity3D Editor:如何找到给定资产的所有用法?

Unity3D Editor: How can I find all usages of a given asset?

非常有用的功能"Find usages"存在于Visual Studio和Resharper中,但我在Unity3D Editor中找不到相同的功能。我在Unity3d中只看到"Select dependencies",但我需要相反的。存在吗?

从编辑器中,转到项目选项卡,select给定的资产,右键单击它,然后单击在其中查找引用场景。如果给定资产是脚本,它将在 层次视图 中向您显示给定资产附加到的每个游戏对象。如果它是图像、音频文件或预制件,它会在 Hierarchy View.

中显示哪个 GameObject 正在使用该资产

遗憾的是,Unity Editor 仅允许您在场景中查找资源的用法。

  • 此外,您得到的是使用它的选定资产列表,因此在更改鼠标焦点后您将失去选择

A​​sset Store 上有一个解决方案可以:

  • 在项目和场景视图中查找资产的所有用法
  • 在单独的 window 中展示结果,显示使用目标资产的特定字段
  • 允许您用拖放替换特定的资源使用

GIF 演示功能和界面:

资源商店link:

Unity Answers 中的这个脚本做得很好。 (也可以很容易地稍微调整以改进其功能)

来源: http://answers.unity.com/answers/1509032/view.html

using System.Collections.Generic;
 using UnityEngine;
 using System.Linq;
 #if UNITY_EDITOR
 using UnityEditor;
 public class BacktraceReference : EditorWindow
 {
     /// <summary> The result </summary>
     public static List<Component> ReferencingSelection = new List<Component>();
     /// <summary> allComponents in the scene that will be searched to see if they contain the reference </summary>
     private static Component[] allComponents;
     /// <summary> Selection of gameobjects the user made </summary>
     private static GameObject[] selections;
     /// <summary>
     /// Adds context menu to hierarchy window https://answers.unity.com/questions/22947/adding-to-the-context-menu-of-the-hierarchy-tab.html
     /// </summary>
     [UnityEditor.MenuItem("GameObject/Find Objects Referencing This", false, 48)]
     public static void InitHierarchy()
     {
         selections = UnityEditor.Selection.gameObjects;
         BacktraceSelection(selections);
         GetWindow(typeof(BacktraceReference));
     }
     /// <summary>
     /// Display referenced by components in window
     /// </summary>
     public void OnGUI()
     {
         if (selections == null || selections.Length < 1)
         {
             GUILayout.Label("Select source object/s from scene Hierarchy panel.");
             return;
         }
         // display reference that is being checked
         GUILayout.Label(string.Join(", ", selections.Where(go => go != null).Select(go => go.name).ToArray()));
         // handle no references
         if (ReferencingSelection == null || ReferencingSelection.Count == 0)
         {
             GUILayout.Label("is not referenced by any gameobjects in the scene");
             return;
         }
         // display list of references using their component name as the label
         foreach (var item in ReferencingSelection)
         {
             EditorGUILayout.ObjectField(item.GetType().ToString(), item, typeof(GameObject), allowSceneObjects: true);
         }
     }
     // This script finds all objects in scene
     private static Component[] GetAllActiveInScene()
     {
         // Use new version of Resources.FindObjectsOfTypeAll(typeof(Component)) as per https://forum.unity.com/threads/editorscript-how-to-get-all-gameobjects-in-scene.224524/
         var rootObjects = UnityEngine.SceneManagement.SceneManager
             .GetActiveScene()
             .GetRootGameObjects();
         List<Component> result = new List<Component>();
         foreach (var rootObject in rootObjects)
         {
             result.AddRange(rootObject.GetComponentsInChildren<Component>());
         }
         return result.ToArray();
     }
     private static void BacktraceSelection(GameObject[] selections)
     {
         if (selections == null || selections.Length < 1)
             return;
         allComponents = GetAllActiveInScene();
         if (allComponents == null) return;
         ReferencingSelection.Clear();
         foreach (GameObject selection in selections)
         {
             foreach (Component cOfSelection in selection.GetComponents(typeof(Component)))
             {
                 FindObjectsReferencing(cOfSelection);
             }
         }
     }
     private static void FindObjectsReferencing<T>(T cOfSelection) where T : Component
     {
         foreach (Component sceneComponent in allComponents)
         {
             componentReferences(sceneComponent, cOfSelection);
         }
     }
     /// <summary>
     /// Determines if the component makes any references to the second "references" component in any of its inspector fields
     /// </summary>
     private static void componentReferences(Component component, Component references)
     {
         // find all fields exposed in the editor as per https://answers.unity.com/questions/1333022/how-to-get-every-public-variables-from-a-script-in.html
         SerializedObject serObj = new SerializedObject(component);
         SerializedProperty prop = serObj.GetIterator();
         while (prop.NextVisible(true))
         {
             bool isObjectField = prop.propertyType == SerializedPropertyType.ObjectReference && prop.objectReferenceValue != null;
             if (isObjectField && prop.objectReferenceValue == references)
             {
                 ReferencingSelection.Add(component);
             }
         }
     }
 }
 #endif

免费的开源工具 Dependencies-Hunter 可以完成这项工作:查找给定资产的所有 dependencies/usages。它还可以执行完整的项目分析以找到所有未使用的资产。

它由一个脚本组成,因此只需将其复制粘贴到您的项目中即可。

它在内部使用 AssetDatabase.GetDependencies 构建所有资产的地图以用于分析。

所以它有两个选项可供使用:

  • 它在资产上下文菜单中添加了一个选项“在项目中查找引用”,该菜单显示了该特定资产具有的依赖项。 The resulting window looks like this
  • 还有一个选项可以通过单独的编辑器查找项目中所有未使用的资产 window。您可以通过指定要忽略的内容的 RegExp 模式来过滤资产以进行分析。

以上解决方案实际上是不正确的。 Unity 确实支持在项目视图中查找对资产的引用,但没有按钮。您必须在项目视图搜索栏中手动输入查询:带有文件扩展名的“ref:Assets//”。当您在场景中查找引用时,这与它放入场景视图搜索中的查询完全相同。 unity 需要一点时间来“思考”,但它最终会吐出对你的 asset/script.

的引用