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Description
I would like to have a search setting that excludes indirect references.
I.e. when object A is used in prefab P and then both of them are used a couple of times in a scene and I search for A, only show where the scene directly references A and not where it indirectly references A only through the instances of P. (Include of course the one reference in P itself).
There is the setting "Hide redundant prefab variant links" and this works for excluding an unmodifying variant V of P, but it still shows instances of V or P in scenes when searching for A. And there are situations in which this is the desired behavior, so it should be a separate setting.
Some use cases:
- Let's say a Material is used in many prefabs (and those prefabs are used in scenes), but it is also used as override for some special objects in a scene to give them a different material. Now I want to find these overrides. They do show up in the search results, but are mixed in with all the prefab instances. By searching for all materials in that way I could also find all of the special modified objects.
- Let's say for refactoring a script I need to make an adjustment in all places where that MonoBehaviour is used. After adjusting it in the prefabs, it is already done for all prefab instances. However, I still need to adjust it in all places where a scene GameObject uses that script directly.
- Let's say I want to modify a texture but first make sure to know which objects would be impacted by a change. Searching for references shows it's used in a door prefab and hundred times in a scene. Are all hundred scene references doors or is there maybe another object in the scene that uses the texture?
Bonus points for still including instances of P that contain a modification on A, but I would be fine with whatever you prefer / is easier to implement.
I think this boils down to showing exactly the places where the GUID of the searched object is actually written in a file?
And thank you for this amazing tool, it has made my life and work a lot easier!