The Hierarchy search provider searches all loaded scenes, including inactive ones.
The search uses progressive caching, not an index, so you can use it even if your project has no indices.
Provider token: h:
(for Hierarchy
)
Query example | Description |
---|---|
h: camera |
Find all GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary in the sceneA 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 that have the word camera in their name. |
h: t=MeshFilter vertices>4096 |
Find all meshes in the scene that are bigger than 4096 vertices. |
h: t=MeshRenderer ref="Assets/Art/Environment/Materials/Architect/M_Metal01.mat" |
Find all renderers in the scene using M_Metal01 material. |
h: t:Camera #fieldofview>70 |
Find all cameras in the scene whose field of view property is greater than 70. |
h: t:Light #m_layer=5 #m_Intensity>0.5 |
Find lights in the scene on layer 5 with an intensity property greater than 0.5 . |
h: t:MeshRenderer #StaticShadowCaster=True |
Find all meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info See in Glossary renderers in the scene that are static shadow casters. |
h: tag=Player layer=9 |
Find objects in the scene by layer and tag. |
h: t:SpriteRenderer #DrawMode=Sliced |
Find all spritesA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info See in Glossary in the scene with the Sliced draw mode. |
h: t:SpriteRenderer -#DrawMode=Sliced |
Find all sprites in the scene drawn as a normal sprite (not sliced). |
h: t:SpriteRenderer ref="Assets/Prefabs/Crystal.prefab" |
Find all GameObjects in the scene referencing a specific prefab. |
h: -t:LODGroup t:MeshRenderer vertices>2000 |
Find meshes in the scene that have no Level of Detail (LOD) and a triangle count higher than 2000. |
h: ref=”Assets/Prefabs/Models/Buildings/Fence.prefab” |
Find all assets used in a selected scene prefab. |
The Hierarchy search provider supports the following filters.
The syntax for components and properties in the Hierarchy search provider:
Use the t
prefix to search for a component. The prefix can require an exact match if you use =
, or a partial match if you use :
.
h: t:Came
h: t=Camera
Use the component.property
or p(component.property)
notation to find properties with a specified value.
h: Camera.Orthographic=true
h: p(Camera.Orthographic)=true
h: Orthographic=true
h: p(Orthographic)=true
If a property is unique to a component, you don’t have to specify the component in the query. For example, the following queries are equivalent if only the CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary component has a field of view property:
h: fieldofview=60
h: Camera.fieldofview=60
Words in filters can’t have spaces, so if a property or component name has spaces, remove them. For example, Field of view
becomes fieldofview
.
Unity indexes properties according to their internal name, which might be different than the display name in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary window. To search by property value, do one of the following:
Tip: To search for GameObjects that share a value with a GameObject you’re editing in the Inspector window: right-click the property in the Inspector window and select Search Same Property Value.
For more information about components and properties in the Hierarchy search provider, and how they differ from the Project search provider, refer to Search your project and scenes.
Find GameObjects by their built-in or user-defined layer.
h: layer=<layer ID>
For example: Find all GameObjects in the Water layer, whose ID is 4
:
h: layer=4
The visual query builder shows all available layers, including the built-in ones. If you want to use a textual query, you can find the layer ID and name in the Tags & Layers window. For more information, refer to LayersLayers in Unity can be used to selectively opt groups of GameObjects in or out of certain processes or calculations. This includes camera rendering, lighting, physics collisions, or custom calculations in your own code. More info
See in Glossary.
Find GameObjects by their built-in or user-defined rendering layer.
h: renderinglayer:NameOfRenderingLayer
For example: Find all GameObjects in the Default
rendering layer:
h: renderinglayer:Default
The visual query builder shows all available rendering layers, including the built-in ones. If you want to use a textual query, you can find the layer name in the Tags & Layers window. For more information, refer to Introduction to Rendering Layers in URP
Find GameObjects by their built-in or user-defined tag.
h: tag=<string>
For example, to find all GameObjects with the tag Player
:
h: tag=Player
The visual query builder shows all available tags, including the built-in ones. If you want to use a textual query, you can find the tags in the Tags & Layers window. For more information, refer to <!-Tags and Layers.]
Find GameObjects by the asset they reference.
Filter option | Query example | Description |
---|---|---|
Reference By Asset Expression | h: ref={p:terrain} |
This is a nested query. It finds GameObjects that reference the result of the search for terrain in the Project provider. |
Reference By Instance ID (Number) | h: ref=1000 |
Finds GameObjects that reference a component with the specified Instance ID. To see a component’s instance IDs, set the Inspector window to Debug Mode. |
Referencing Asset (ID, path, or name) | h:ref:Assets/Trees/Prefab/Pine.prefab |
Find GameObjects referencing an asset by its name, exact path, or GlobalObjectId . |
Referencing GameObject (ID, path, or name) | h: ref=<$object:GlobalObjectId_V1-4-0000000000000000d000000000000000-2807357573292280742-0,UnityEngine.GameObject$> |
Find GameObjects referencing another GameObject by its name, exact path, or GlobalObjectId . |
If you don’t know the asset’s ID, use this filter as part of a visual query, where you’re able to choose the referenced asset from a list. If you need a textual query, you can convert the visual query to a textual one. For more information, refer to Launch and use the search window.
To get an asset’s exact path, right-click the asset in the Project window and select Copy Path.
Another way to find references is with the context (right-click) menu:
Find GameObjects that are missing references such as materials or scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary.
Available options:
h: missing:<option>
For example: Find all GameObjects in the scene that are missing a prefab reference:
h: missing:Prefab
Find prefabsAn 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 or their GameObjects.
Filter | Query example | Description |
---|---|---|
Any | prefab:any |
Find any asset (Project search provider) or GameObject (Hierarchy search provider) that is part of a prefab. If you search for prefab instead of prefab:any , the results include anything with the string prefab in its name or path. |
Altered | prefab:altered |
Find prefab instances or variants with overrides, including default overrides. |
Asset | prefab:asset |
Find prefab asset. |
Base | prefab:base |
Find base prefabs. |
Instance | prefab:instance |
Find objects that are part of a prefab instance. |
Model | prefab:model |
Find GameObjects that are part of a model prefab. |
Modified | prefab:modified |
Find GameObjects that are a prefab instance with overrides. |
Non asset | prefab:nonasset |
Find prefabs that aren’t prefab asset. |
Regular | prefab:regular |
Find regular prefab instances or assets. |
Root prefab | prefab:root |
Find prefabs that aren’t children of other prefabs. |
Top (root) | prefab:top |
Find top-level prefab roots. |
Variant | prefab:variant |
Find prefab variants (Project search provider) or GameObjects from a variant (Hierarchy search provider). |
For details on the different prefab options, refer to Prefabs.
Find GameObjects based on properties that impact their behavior in the scene.
Filter | Query example | Description |
---|---|---|
Active | h: active=true |
Find all active GameObjects. |
Child | h: is:child |
Fine all child GameObjects. |
Components count | h: components>5 |
Find GameObjects with more than five components. |
Hidden | h: is:hidden |
Find all hidden GameObjects. |
Instance ID | h: id=33714 |
Find GameObjects by the instance ID of their components. To display a component’s instance IDs, set the Inspector window to Debug Mode. |
Leaf | h: is:leaf |
Find GameObjects that don’t have children. |
Path | h: path="/ParentGameObject/ChildGameObject" |
Find GameObjects nested under the ChildGameObject. |
Prefab | h: is:prefab |
Find all prefabs. |
Root | h: is:root |
Find GameObjects that don’t have a parent. |
Static | h: is:static |
Find all static GameObjects. |
Visible | h: is:visible |
Find all visible GameObjects. |
Volume size | h: size>5 |
Find GameObjects whose volume (based on their Transform Scale values) is greater than 5. |
Find GameObjects by their serialised properties.
The available filters depend on the serialized properties in your project.
Use a fuzzy search to find items that are similar to your query, but not an exact match. For example, where the string’s characters aren’t in the same order, or have other characters between them.
Query example: To find two GameObjects, one called score
and one called scr
:
h: +fuzzy scr
When using a visual query, the Fuzzy Search filter is part of the Options filter group.
Search window tab: Hierarchy.
The context menu for the Hierarchy search provider includes the following actions:
Action | Description |
---|---|
Select | Open the GameObject in the Inspector window and Scene view. This is the default double-click action. To change the default action, refer to Preferences. |
Open | Open the GameObject in the Project and Inspector windows. |
Hide or Show | Toggle the visibility of the GameObject in the Scene view. |