Version: 2021.1
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Searching the current Scene

Use the Hierarchy Search Provider to find GameObjects in the current Scene.

Hierarchy queries run on all objects of the current scene. For this search, Unity uses progressive caching, not indexed data (as opposed to Asset and Objects providers).

By default, the Hierarchy Search Provider uses a “fuzzy” search. Fuzzy searches are more resource intensive than direct searches, but usually return more matches. They can be slower in larger Scenes, so you might want to disable them if you notice a lag.

Search token: h: (for “hierarchy”)

Default action: Select the GameObject in the Scene.

Context menu actions:

Action: Function:
Select Selects the GameObject in the Scene and the Hierarchy window.
Open Opens the Project Asset that contains the GameObject.
Hide/Show Hides/Shows the GameObject in the Scene view.

scene provider
Hierarchy Search Provider

Sub-filters

Use these tokens to further limit your Hierarchy searches.

Filter Search token Description
Component type t: t:collid

Searches all GameObjects that have a component containing the word collid (ex: Collider, Collider2d, MyCustomCollider).
Instance id id: id :210

Searches all GameObjects whose instanceID contains the word 210 (ex: 21064).

id=21064

Searches all GameObjects whose instanceID is exactly 21064.
Path path:parent/to/child path:Wall5/Br

Searches all GameObjects whose path matches the partial path Wall5/Br (e.g.: /Structures/Wall5/Brick)

path=/Structures/Wall5/Brick

Searches all GameObjects with a scene path that is exactly /Structures/Wall5/Brick.
Tag tag: tag:resp

Searches all GameObjects that have a tag containing the word resp (e.g.: Respawn)
Layer layer:<layer number> layer:8

Searches all GameObjects that are on layer 8 (e.g.: 8: Terrain)
Size size:number size>5

Searches all GameObjects with an AABB volume size larger than 5.
Overlap overlap:number overlap>3

Searches all GameObjects that renderer bounds intersects with more than 3 other GameObjects.
Dependencies ref:<asset name> ref:stone

Searches all GameObjects and their components that have a dependency on an asset whose name contains the word stone
Child is:child is:child

Searches all GameObjects that are the child of a GameObject.
Leaf is:leaf is:leaf

Searches all GameObjects that don’t have a child.
Root is:root is:root

Searches all GameObjects that don’t have a parent (i.e. that root objects in the scene).
Visible is:visible is:visible

Searches all GameObjects that are visible by the camera of the Scene View.
Hidden is:hidden is:hidden

Searches all GameObjects that are hidden according to the SceneVisibilityManager.
Static is:static is:static

Searches all GameObjects that are static.
Prefab is:prefab is:prefab

Searches all GameObjects that are part of a Prefab.

Scene Properties

You can use the special p(<partial propertyname>) syntax to filter objects according to the value of a property in order to match the partial name of the property against any of the components of an object. This is a dynamic operation that doesn’t use an index. Here are some examples of queries using p():

p(drawmode)=Simple Matches the drawmode property of a Sprite renderer.
p(orthographic size)>2 Matches a Camera with an orthographic size higher than 2.
p(istrigger)=false Matches all GameObjects where the IsTrigger property in a Collider2d is NOT a trigger.
p(sprite)=bee Matches all GameObjects with a Sprite property (e.g.: Sprite Renderer) that links to an Asset whose name is exactly bee.
p(sprite):bee Matches all GameObjects with a Sprite property (e.g.: Sprite Renderer) that links to a GameObject with a name containing the word bee.
p(spri):bee Matches all GameObjects with a property containing the word spri (such as the Sprite property of a Sprite Renderer component) that links to a GameObject Asset with a name containing the word bee.

Unity indexes property names according to their internal name, which might be different than the display name in the Inspector. To find the internal name of a property, check the Inspector in Debug mode.

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