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Find all missing scripts in unity3d scene
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;
using UnityEngine.SceneManagement; //3
public class SelectGameObjectsWithMissingScripts : Editor
{
[MenuItem("Tools/WPAG Utilities/Select GameObjects With Missing Scripts")]
static void SelectGameObjects()
{
//Get the current scene and all top-level GameObjects in the scene hierarchy
Scene currentScene = SceneManager.GetActiveScene();
GameObject[] rootObjects = currentScene.GetRootGameObjects();
List<Object> objectsWithDeadLinks = new List<Object>();
foreach (GameObject g in rootObjects)
{
//Get all components on the GameObject, then loop through them
Component[] components = g.GetComponents<Component>();
for (int i = 0; i < components.Length; i++)
{
Component currentComponent = components[i];
//If the component is null, that means it's a missing script!
if (currentComponent == null)
{
//Add the sinner to our naughty-list
objectsWithDeadLinks.Add(g);
Selection.activeGameObject = g;
Debug.Log(g + " has a missing script!");
break;
}
}
}
if (objectsWithDeadLinks.Count > 0)
{
//Set the selection in the editor
Selection.objects = objectsWithDeadLinks.ToArray();
}
else
{
Debug.Log("No GameObjects in '" + currentScene.name + "' have missing scripts! Yay!");
}
}
}
@kiberptah
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kiberptah commented Feb 14, 2025

Absolute garbage

Try actually running your scripts before posting them, it won't even compile.
Your script works with the following changes:


#if UNITY_EDITOR
using UnityEngine;
using UnityEditor;
using System.Collections.Generic;

public class SelectGameObjectsWithMissingScripts : Editor
{
    [MenuItem("Tools/Utilities/Select GameObjects With Missing Scripts")]
    static void SelectGameObjects()
    {
        List<GameObject> allObjects = new List<GameObject>();
        foreach (GameObject obj in FindObjectsByType<GameObject>(FindObjectsSortMode.None))
        {
            allObjects.Add(obj);
        }

        List<Object> objectsWithDeadLinks = new List<Object>();
        foreach (GameObject g in allObjects)
        {
            Component[] components = g.GetComponents<Component>();
            for (int i = 0; i < components.Length; i++)
            {
                Component currentComponent = components[i];
                if (currentComponent == null)
                {
                    objectsWithDeadLinks.Add(g);
                    Debug.Log(g + " - Found object with missing scripts", g);
                }
            }
        }
        if (objectsWithDeadLinks.Count <= 0)
        {
            Debug.Log("Not Found");
        }
    }

}
#endif

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