BroEngine

Lightweight Unity Editor tool for tracking asset references. Shows "Used By" and "Uses" for any asset or scene object, displays reference counts in the Project window, and keeps everything up to date automatically via incremental updates.

19
1
100% credibility
Found Mar 13, 2026 at 19 stars -- GitGems finds repos before they trend. Get early access to the next one.
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AI Analysis
C#
AI Summary

ReferenceRadar is a Unity Editor tool that displays asset dependencies and references bidirectionally, including support for scene objects, with overlays and caching for efficient use.

How It Works

1
🔍 Discover ReferenceRadar

While building your game in Unity, you hear about a simple tool that shows which files connect to each other, making it easy to avoid breaking things when changing stuff.

2
📥 Add the tool to your project

You easily bring the tool into your Unity project using the built-in package helper or by copying a folder.

3
🪟 Open the ReferenceRadar window

Go to the Window menu and open ReferenceRadar to see a new panel ready to help.

4
🔍 Scan your project once

Click the scan button to quickly map out all the connections between your files – it happens in the background and saves for later.

5
🎯 Pick any file or scene item

Click on a file in your project list or an object in your scene, and watch the magic as numbers appear showing how many things link to it.

6
🔗 Switch views to explore links

Toggle between 'Used By' to see what needs your item and 'Uses' to see what your item needs, with clickable lists to jump right to them.

Safely manage your game files

Now you can delete, move, or edit files confidently, knowing exactly what depends on what, saving hours of guesswork and frustration.

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Star Growth

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AI-Generated Review

What is reference-radar?

Reference-radar is a lightweight Unity editor tool written in C# that tracks asset references across your project. Select any asset or scene object to instantly see what uses it ("Uses" mode) or what it breaks if deleted ("Used By" mode), with reference counts overlaid directly in the Project window. It solves the pain of manual dependency hunting in large Unity projects by keeping everything updated automatically via incremental scans.

Why is it gaining traction?

Unlike heavier alternatives like full dependency graphs, this stays snappy with virtualized scrolling for huge lists, prefab stage awareness, and background updates on imports or deletes—no full rescans needed. Developers hook on the two-way views, scene object support splitting asset and scene refs, and ping-to-highlight clicks that make refactoring feel effortless. Configurable ignores and a tiny binary cache keep it lean even on massive repos.

Who should use this?

Unity developers refactoring prefabs, hunting broken links before deletions, or auditing scene dependencies in levels. Ideal for solo indies or small teams on mid-sized projects where asset bloat creeps in, but skip if you're deep in Packages-only workflows without custom ignores.

Verdict

Grab it via Git URL in Package Manager for quick wins on reference tracking—docs are solid, install is dead simple. At 19 stars and 1.0% credibility, it's early but stable; test on a branch first as edge cases like custom binaries may need tweaks.

(187 words)

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