Where Used is a very handy utility to help you manage your Unity project. If you want to find where you have used a sound, Where Used can, In one click, search every game object in every scene and tell you where that sound was used. It can help you reduce the size of your project by quickly identifying large assets. This and many other project housekeeping tasks are made easy with Where Used.
Where Used builds a database of all assets and Game objects in every scene. It identifies everywhere every asset is used. It also identifies the dependencies between your scripts. Once the database is built, the Where Used interface allows you to quickly find what you are looking for.
Summary of features
Find where an asset is used in any of your build scenes
Find any missing scripts on your game objects
Find any duplicate assets
Find any unused assets
See a summary of your scenes and size of assets
As an early promotion campaign for Where Used , I have decided to give away free copies of version 1.0 to the first 10 people that request a copy on this thread.
This looks like a useful plugin. I am primarily interested in the search of unused assets, especially textures and scripts/dlls. How does it parse through components that are inactive - for ex. if I have a script attached to a GO, which is not currently active, however I may want to use it in the future. Would this script be labelled as an unused asset by the plugin? I would love to test the plugin and provide feedback. Thanks.
As Tortyfoo mentioned above, Where Used is now available on the asset store : Asset Store Link
@Afif Faris. I tried to PM you with the download link to get your free copy. But you have restricted who can message you. Can you send a PM to me, so I can reply with the details. Thanks.
I tested the plugin and its quite well done, good job. However there are several aspects that need polishing.
– When you open the window and the database is rebuilding (or building initially) - the 4 buttons are not visible. They only become visible if you click the window again.
– The four buttons need labels/tooltips on them to indicate their function. Although the icons seem to illustrate a bit, they are very confusing as you have two icons with crosses.
– When you are searching for duplicates, I believe you are doing a basic search for filenames. This might not be that useful, I would suggest (not sure if this is possible in Unity) to do a hash code comparison as that will find duplicates which are actually two similar files.
– It would be great if you could implement a way in which we could select the files not needed and delete them. I tested it on a very large project and it found several files that were unused, however I cannot go in each folder and delete each file. My suggestion would be to convert the very large button containing the text into a two small buttons, one which takes you to the files in the project folder and another which deletes it. In addition if you can make a checkbox so that multiple files can be selected and add a delete button at the bottom that would be really efficient.
– If possible please make an additional column in the duplicate and unused section that shows the file size. For now since there is no deletion even if I could visually see large files I can delete them manually.
– Finally please change the color theme a bit since the text is not clearly visible when using the dark theme of Unity. It would be better to have a color theme that works with both Unity themes and is a bit pleasing to see (especially in this asset as it relies on the user seeing the long list of files).
Great work however and hope to see amazing things in future updates.
I tested the asset as well, it is really good and I would recommend it to anyone. I agree with most of what iamsam posted above, however, I have no problem going in and removing unused assets myself, and my current project is 40 GB, especially as mentioned in the readme some assets marked as unused may actually be getting referenced in scripts. Even with that proviso it is a great assist, I would never find unused assets any other way without needing to build the project. Great work.
@ IAMSAM, sicga123, WOM, Tortyfoo Thank you for the great feedback. It is really appreciated
I have actioned some of your suggestions. I still have a few to do, they will come shortly.
The changes to the latest package are:
Tooltip on toolbar icons.
Duplicate search also checks/displays object size
Unused object list now displays object size
Clicking on items in Duplicate/Unused lists will select asset in project
Colour scheme changed to make it easier to read. Note: just a quick fix for now. I will work on making this more attractive.
Fixed warning messages for unused variables
hardcoded paths to Icons have been softcoded so that WhereUsed folder can be moved, if you don’t like default location.
Window can be resized and repositioned.
Removed unwanted logging to console
Component properties that reference prefabs are now included in search and marked as used, so any scripts/materials/etc on these prefabs won’t appear on unused search.
I am uploading the new package to the asset store. Should be there in a couple days.
I will send a new download link for those that received a free copy of WhereUsed.
Wow, the author has done a great job with the update. He responded really fast and has implemented several of the suggested functions, both in terms of display and functionality.
The tooltips work well but they seem to overlap with the Title bar and hence are very difficult to read. I would suggest keeping a small distance between the 4 buttons and title bar. Also if possible separate the four buttons slightly and give them a bit more depth so they look like buttons that can be pressed. You could also try giving each of them different backgrounds so that they pop out and can be differentiated from each other as well as from the panel background.
The duplicate now seems to work quite well and shows fewer and relevant entries. The size on both duplicate and unused items works well and is helpful in locating large files. It however seems to be showing the model files (fbx etc) to be unused when they are actually being used in the game. I haven’t explored it in more detail as I just looked at the large files, but I will try and see if the are any other similar false positives.
Regarding the color theme, I would suggest providing a couple of options (dropdown list or something similar) so that if someone is using a light version of Unity they can use one scheme (which may be a bit dark to provide contrast), while those working with a dark theme of Unity could use another scheme (which may be a bit brighter).
Thank you for providing the revision version, it is very generous of you to do so. I believe this is going to turn into a very useful plugin.
You are correct, there was a problem with FBX files appearing as false positives. I have fixed this and it will be included in the next update. I have a few other changes I want to include, so it will be another week before I release. I’ll send you a copy.
This seems to be a very valuable editor-extension. Sadly, I get an error that I have not been able to solve: “An assembly `Mono.Cecil’ with the same identity has already been imported.”