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Asset References Inspector preview
Unity

Asset References Inspector

By Alex Villalba

$5

Rated 0.0/5 from 1 ratings on Unity.

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $5. The latest store price is $5, matching the lowest recorded price shown here.

Recorded prices for Asset References Inspector 2 price observations from Oct 24, 2026 to Oct 31, 2026. Lowest recorded price $5. Exact dates and prices are listed below. $0.00 $2.50 $5.00 Oct 24, 2026: $5. Unity Permanent Decrease 2026-10-24 2026-10-31 Oct 31, 2026: $5. Latest store price Oct 24, 2026 Oct 31, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 2 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$5Latest store price
$5Unity Permanent Decrease 2026-10-24 2026-10-31

Sale and bundle history

The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Asset References Inspector

  • Tools, Systems & Learning > Development Tools & Automation
Editor tool that provides information on which assets reference which others in the project. Just select one asset and open the asset references inspector, there you will see which assets depend on it and what are its dependencies on other assets. You can then click on any item of the list and navigate to it directly so you can see its references, and so on, in a very agile way.

Asset deletion check: When you try to delete an asset in the project browser, it automatically checks if any other asset depends on it and shows a confirmation window that displays all the assets whose references would break. This feature is optional.

Unreferenced assets: A separate window that lets you know which assets are not referenced at all in the project. It does not only check that the asset is directly referenced by other asset but also checks whether the asset is part of Addressables, Asset Bundles, project settings pre-loaded assets, scene build settings, Resources folder, Editor folder, Packages folder, etc. It allows filtering and deletion of assets in the same window.

Ancestry: The inspector allows you to check all the asset's ancestors, which are the top most (normally unreferenced) assets in the hierarchy that have at least one dependency that references the selected asset. This may be useful to figure out which assets are making the selected asset to be included in a build or being loaded into memory.

Deep inspection: Not only can you know who references an asset but you can also know where is the reference stored. Click on the magnifier button that appears over a reference and you will get a list of all the places where the reference is stored in the referrer, this means in which objects of its internal hierarchy, in which components, in which fields... So you do not have to waste time looking for it. This also works when the referrer is a scene, a material, a model, etc.

More information:
The references inspector can be open by pressing F12 (change it as you want).
Selecting a prefab instance in a scene will make the reference inspector to check its prefab asset.
SteamingAssets and Addressables folders are skipped.
It is possible to lock the inspector so you can select other assets without changing the content of the window.
The inspector can show the preview image of the prefabs, optionally.
It is possible to exclude folders from the checks.
It is possible to exclude file extensions from the checks.
The GUID of each reference can be displayed, optionally.
When navigating in the asset references inspector, you can jump back and forth using the arrow buttons.
Little UI customization.
In order to work, a database file has to be created the first time the inspector is installed. Just press the Gather button and the file will be created at the Library folder.

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