RefGraph — Asset Reference Auditor

Version 1.0  |  Requires Unity 2022.2 or later  |  Editor-only


What RefGraph does

RefGraph is an Editor window that answers three questions about your project's assets:

RefGraph is read-only. It never modifies your assets. All scanning is on-demand — nothing runs in the background or on every repaint.

How RefGraph works — why references break, how indexing works, and the three features Feature showcase — Find Usages, Dependency Viewer, and Missing-Reference Finder

Installation

  1. Import the RefGraph.unitypackage into your project via Assets → Import Package → Custom Package.
  2. Wait for compilation to finish (the status bar at the bottom of the Unity Editor will go quiet).
  3. Open the window via Tools → RefGraph.
No scene changes required. RefGraph installs as an Editor-only assembly and adds nothing to your build.

The RefGraph window

RefGraph window overview

The window has three zones:

ZonePurpose
Toolbar (top)Refresh button + index status label.
Asset row (middle)Object field showing the currently inspected asset and a Pin toggle.
Tab strip (below)Switch between Find Usages, Dependencies, and Missing Refs.

First use — build the index

Before Find Usages and Dependencies can show results, you need to build the dependency index. Click Refresh. RefGraph scans every prefab, material, animation, and asset file in your project and caches the result. The status label shows the asset count when done.

You only need to Refresh again when you add, delete, or move assets. The cache is saved to disk (Library/RefGraph.index) and survives Editor restarts — unchanged assets are not re-read on the next Refresh.

Tip: For projects with thousands of assets, Refresh may take a few seconds. A progress bar is shown; the Editor responds again as soon as it finishes.

Tab: Find Usages

Find Usages tab showing 11 assets referencing Wall_DarkGrey.mat

Shows every indexed asset that holds a reference to the selected asset. Useful for:

How to use

  1. Select any asset in the Project window. The Asset field at the top of the RefGraph window updates automatically.
  2. The list immediately shows everything that references it.
  3. Click any row in the list to ping (highlight) that asset in the Project window.
Clicking a row in the Find Usages list pings the asset in the Project window

You can also type directly into the Asset field to search by name — click the field to open Unity's object picker.

Unity object picker for searching assets by name

Pin toggle

Enable Pin to lock the current asset in place. Clicking other assets in the Project window will not change the inspected asset while Pin is on.

Right-click shortcut

Right-click any asset in the Project window and choose RefGraph: Find Usages. This opens the RefGraph window (if not already open), pins the asset, and switches straight to the Find Usages tab.

Right-click context menu showing RefGraph: Find Usages

Tab: Dependencies

Dependencies tab showing Enemy_HoverBot.prefab with multi-level tree expanded

Shows what the selected asset references, as a lazily-expanding tree. Expanding a row reveals that asset's own dependencies, and so on. Circular references are shown as non-expandable leaves to prevent infinite nesting.

How to use

  1. Select an asset. The tree root shows its direct dependencies.
  2. Expand any row to see deeper levels.
  3. Click any row to ping that asset in the Project window.
Dependencies reflects the index, not a live GUID scan. If you have just moved or added assets, press Refresh first.

Tab: Missing Refs

Missing Refs tab showing broken serialized fields

Finds serialized fields in your prefabs and assets that point to a deleted or missing asset. These are the "broken references" that appear as None (Object) in the Inspector even though they used to point to something.

How to use

  1. Click Scan Project. A progress bar appears while RefGraph reads every prefab and asset file.
  2. Each broken field appears as a row: the file name in bold, and the component + property beneath it.
  3. Hover any row to see the full asset path, object name, component, and field in a tooltip.
  4. Click a row to ping the owning asset in the Project window.

Scan times stay low even in large projects — only flagged assets are fully loaded, not every asset in the project.

Limitations in v1


Requirements

RequirementDetails
Unity version2022.2 or later (uses selectionChanged API)
Unity 6.5+Fully supported; uses objectReferenceEntityIdValue for correct missing-ref detection
Render pipelineAny — RefGraph is render-pipeline agnostic
PlatformEditor-only; adds nothing to builds

Cache file

RefGraph stores its dependency cache at Library/RefGraph.index. This file is auto-generated and can be safely deleted — RefGraph will rebuild it on the next Refresh. Add it to .gitignore (like the rest of Library/) so team members each build their own local cache.


Frequently asked questions

Does Refresh need to run after every asset change?

No. The cache uses file timestamps — unchanged assets are skipped on the next Refresh. You only need to press Refresh when you want the index to reflect recent additions, deletions, or moves. A future version may auto-refresh on AssetDatabase post-processing callbacks.

Find Usages shows nothing. Is the index empty?

Check the status label in the toolbar. If it says "Not indexed — press Refresh", click Refresh first. If it shows an asset count but Find Usages still shows nothing, the selected asset is genuinely not referenced by any other indexed asset.

Missing Refs found items I already fixed. Why?

The Missing Refs scan reads the current state of files on disk. If you fixed a reference but haven't saved the asset yet (Ctrl+S / File → Save Project), the file on disk is still broken. Save first, then scan again.

Can I run RefGraph on just a subfolder?

Not in v1. The dependency index and missing ref scan always cover the entire Assets/ folder. Folder-scoped scanning is planned for v2.


Support

For bug reports and feature requests, use the Reviews & Questions tab on the Asset Store listing page, or email us at support@refgraph.app. We aim to respond within 48 hours.

When reporting a bug, please include your Unity version, a short description of the issue, and — for Missing Refs false positives — the asset type and component name where the false positive appears.