Object Reference Manager View on Asset Store (opens in new tab)

Package details

Latest version
1.0
Last updated
First released
Unity version
6000.0.33 or later
Package size
195 KB
Files
11
Views in the past week
6

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$5.99 on

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Object Reference Manager

by BigBuffaloBill (opens in new tab)

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Object Reference Manager is a editor extension that gives you a dedicated window for storing, organizing, and reusing GameObject references across your project.

Price $5.99

Buy on Asset Store (opens in new tab)

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Price history

Last 6 months

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Price history for Object Reference Manager, 6 months Current $5.99; lowest $5.99; highest $5.99 in this period. $0 $5 $10 Jun Jul Aug Sep Oct Nov

Asset preview

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Object Reference Manager screenshot 1

Object Reference Manager screenshot 1

About this asset

Note: This tool will eventually be offered as part of a package of Editor Utilities, but I don't know how soon. If you do buy this now any amount paid will be deducted from the package amount later only to a maximum discount (if you had bought multiple individule tools) that the package is free. But, if you buy the package later you get all the tools therein plus any new ones added over time.

Tool Document

Note on Expectations

Object Reference Manager is an editor extension that gives you a dedicated window for storing, organizing, and reusing GameObject references across your project. Instead of hunting through deep folder hierarchies or losing track of frequently used assets, you can keep them all in one dockable panel — complete with 64×64 thumbnail previews — and drag them directly into your scenes.

What sets Object Reference Manager apart is its automatic prefab variant workflow. When you drag a scene object into the manager, it detects that the object is not yet a persistent asset and automatically creates a prefab variant in a dedicated Prefabs subfolder. This means you never accidentally store a reference to a transient scene object that would break the next time you reload. Every reference in the manager is guaranteed to point to a real, saved asset.

The tool stores all its data in a single ScriptableObject asset, so your reference list persists across Editor sessions, domain reloads, and even source control operations. It uses self-resolving asset paths — the window locates its own data files at runtime based on where the script is installed, so it works regardless of where you place it in your project and is fully compatible with symlinks and custom folder structures.

Key Features

Persistent GameObject reference array stored in a ScriptableObject asset that survives Editor restarts and domain reloads

  • Automatic prefab variant creation — scene objects dragged into slots are automatically converted to prefab assets saved in a Prefabs subfolder
  • Drag-out support — drag objects from the manager window directly into the Scene view or Hierarchy via their thumbnail previews
  • 64×64 asset preview thumbnails for every slot, providing quick visual identification
  • Row selection via checkboxes with bulk Clear Selected and Clear All operations
  • Resizable array with a confirmation dialog to prevent accidental data loss
  • Right-click context menu on thumbnails to clear individual object references
  • Self-resolving asset paths — uses MonoScript.FromScriptableObject to locate its own install directory at runtime; no hardcoded paths, fully symlink-safe
  • Zero configuration — data asset and Prefabs folder are created automatically on first use
  • Scrollable interface that handles arrays of any size

From the publisher's Asset Store listing.

Technical details

Requirements

  • Version: 2020.3 LTS or later (uses PrefabUtility.SaveAsPrefabAsset, AssetPreview.GetAssetPreview, and MonoScript.FromScriptableObject, all available since 2018.4+; tested and recommended on 2020.3+)
  • Render pipeline: Any (URP, HDRP, Built-in) — this is an Editor-only tool with no runtime dependencies
  • Dependencies: None. Uses only built-in editor APIs 
  • Platform: Works on all platforms supported by the editor (Windows, macOS, Linux)

Installation

Typical Package Manager Installation

  1. After purchasing Object Reference Manager on the Asset Store, click the Open button on the store page. This automatically opens the Package Manager window in your editor and navigates to My Assets with the package selected.
  2. In the package details panel, click Download to download the package to your machine. A progress bar will appear while the download completes.
  3. Once the download finishes, the button changes to Import. Click it to begin importing.
  4. The Import Package dialog appears with all package contents pre-selected. Optionally uncheck any items you do not want to include, then click Import.
  5. The Package Manager places the imported files into your project’s Assets folder, where they are accessible from the Project window.

After Import

Allow to compile the newly imported scripts. Once compilation finishes, the tool is ready to use — no additional setup is required. The following assets will be present in your project:

Assets/BBB/ObjectReferenceManager/

├── Editor/

│ └── ObjectReferenceManager.cs

├── ObjectReferences.cs

├── ObjectReferenceManagerData.asset (created automatically if missing)

└── Prefabs/ (created automatically on first use)

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
6000.0.33f1 Compatible Compatible Compatible

As listed on the Asset Store.