You can search your project and scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary with the Hierarchy, Project, and Asset Database search providers:
Note: By default, the Asset Database provider is inactive. To enable it, refer to Activate and deactivate search providers.
To demonstrate the differences between the providers, consider the following example: In a scene with a single GameObject named Dry5818
, based on a prefabAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info
See in Glossary of the same name:
Provider | Query example | Results |
---|---|---|
Hierarchy | h: Dry5818 |
GameObjects in the scene that have Dry5818 in their name. |
Project | p: Dry5818 |
Assets in the Project folder that have Dry5818 in their name, including LODThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More infoSee in Glossary files. |
Asset Database | adb: Dry5818 |
Assets in the Asset Database with Dry5818 in their name, including fbx and prefab , but not including the LOD files, which aren’t saved to the Asset Database. |
The Hierarchy, Project, and Asset Database use similar filters, but the details differ. For example, all three can search by component, but the Asset Database can’t search by parameter values.
Provider | Example description | Query |
---|---|---|
Asset Database | Finds assets with a Sphere ColliderAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info See in Glossary component, such as presets for that component, but can’t filter on parameter values within that component. |
adb: t:SphereCollider |
Project | Finds assets with a Sphere Collider component, such as presets for that component, and can focus the search on Sphere Colliders with a radius greater than 0 in assets, such as presets for that component. |
p: t:SphereCollider p: spherecollider.radius>0
|
Hierarchy | Finds GameObjects in the loaded scenes that have a Sphere Collider component, and can focus the search on GameObjects in loaded scene with a Sphere Colliders component with a radius greater than 0. |
h: t:SphereCollider h: #SphereCollider.m_Radius>0
|
For all filters, refer to:
The Hierarchy and Project search providers are often used together to quickly add project assets to GameObjects in the scene. Because of this, it’s important to understand how the providers’ filters complement each other:
The types, components, and properties filters allow you to drill down based on what you know about the asset or GameObject you’re looking for.
For example:
To find all material assets in the project, both used and unused, use the Project’s Type filter:
p: t:Material
p: t:Material marble
(narrow the search by the name marble
)
To find all assets or GameObjects that include a specific component, use the Project or Hierarchy Component filter:
p: t:BoxCollider
h: t:BoxCollider
To find an asset or GameObject that don’t have an assigned material for their PhysicsMaterial property, use the Project or Hierarchy Properties filter:
p: boxcollider.material=none
h: boxcollider.material=none
To find all assets or GameObjects that use a specific material for a specific component, use the Project or Hierarchy Properties filter. For example, to filter for the BoxCollider components that use the PhysicsMaterial NewPhysicsMaterial
:
p: boxcollider.material=NewPhysicsMaterial
h: #BoxCollider.m_Material=NewPhysicsMaterial
To find a GameObject in the scene that uses a material, but not limited to the scope of a single component, use:
The Hierarchy’s Custom Scene filter for material:
h: material:NewPhysicsMaterial
The Project’s References filter with a path and file name:
p: ref=path/to/my/material.mat
To find all GameObjects that are missing a reference to a script, use the Hierarchy’s Missing filters:
h: missing:Any
To find assets or GameObjects using specific references, use the Project or Hierarchy References filter:
p: ref="New Auto Tile"