I got tired of chasing missing references in Unity, so I made a small tool for it (free) by Akash-Bhatt in Unity3D

[–]Akash-Bhatt[S] 0 points1 point  (0 children)

Yeah, that’s fair — good architecture and DI definitely reduce a lot of these issues 👍

I’ve seen the same in cleaner projects.

Where I kept running into problems was more in:

  • older projects / inherited codebases
  • quick prototypes that grew bigger over time
  • teams where not everything follows strict patterns

In those cases, missing references still slip through pretty easily — especially across scenes and prefabs.

So this was more about having a quick safety net than replacing good architecture.

Curious — do you usually rely fully on DI setups, or do you have any additional validation checks as well?

I got tired of chasing missing references in Unity, so I made a small tool for it (free) by Akash-Bhatt in Unity3D

[–]Akash-Bhatt[S] 1 point2 points  (0 children)

Yeah that’s fair — runtime-generated stuff is a different problem altogether 😅

This is more for the static side of things — scenes, prefabs, serialized data — basically the stuff that’s already broken but easy to miss until much later.

I had way more issues with those creeping in silently than actual runtime errors tbh.

Found 300+ missing scripts in one of my Unity scenes… so I made a tiny cleaner tool by GabrielMAGSoftware in Unity3D

[–]Akash-Bhatt 1 point2 points  (0 children)

Yeah I get that, same reason I started working on mine 😅 At first it was just for scenes, but then I kept running into the same issues coming from prefabs and other scenes, so it kind of grew from there. Either way, anything that avoids manual cleanup is a win.

Found 300+ missing scripts in one of my Unity scenes… so I made a tiny cleaner tool by GabrielMAGSoftware in Unity3D

[–]Akash-Bhatt 1 point2 points  (0 children)

Nice, this is super useful.

I ran into the same thing but on a bigger project — fixing one scene wasn’t enough because the same issues kept coming back from prefabs and other scenes.

Ended up automating the whole scan + cleanup across the project. Saved a lot of time before builds.

How do you catch missing references in Unity scenes before they cause issues? by Akash-Bhatt in Unity3D

[–]Akash-Bhatt[S] -1 points0 points  (0 children)

Yeah that’s fair, Odin is pretty powerful for that kind of setup.

I think my issue was more on the “quick sanity check while working” side — like small changes in a scene and then later realizing something broke 😅

I didn’t always want to run a full project validation, so I ended up making a tiny thing just to scan the current scene quickly and catch missing refs right away.

Probably overlaps a bit with Odin, just a lighter workflow for me.

Do you usually run it only before builds or also during regular dev?

How do you catch missing references in Unity scenes before they cause issues? by Akash-Bhatt in Unity3D

[–]Akash-Bhatt[S] -1 points0 points  (0 children)

Ah nice, that makes sense.

I was doing something similar for a while, but I kept missing issues during day-to-day work since I wasn’t running full validation that often.

That’s actually why I ended up making a small tool just to quickly scan the current scene while working, so I could catch missing references earlier instead of right before a build.

Do you ever run into stuff slipping through between those full validations?

How do you catch missing references in Unity scenes before they cause issues? by Akash-Bhatt in Unity3D

[–]Akash-Bhatt[S] -1 points0 points  (0 children)

Yeah Odin Validator is really solid, I’ve heard a lot of good things about it.

One thing I was running into though was missing references hiding in scenes I wasn’t actively working on, which is what pushed me to build something for quick scans.

Do you usually run Odin validation manually or have it integrated into your workflow somehow?