Unity logo
Cancel
Cart
Applications
Sell Assets

Over 11,000 five-star assets

Rated by 85,000+ customers

Supported by 100,000+ forum members

Every asset moderated by Unity

Home
Tools
Utilities
1/8
Ditch runtime GetComponent calls! Auto-wire components in the Editor using this smart attribute. Cleaner, faster, safer references without boilerplate.
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Unity VersionBuilt-inURPHDRP
2022.3.37f1
Compatible
Compatible
Compatible
Description

Features 🔥

  • Supports all MonoBehaviour and Component types (basically anything you can use with GetComponent), plus interfaces!
  • Determinate results, so there's no worry of Unity forgetting all your serialised references (which has happened to me a few times on upgrading editor versions). All references will be reassigned automatically.
  • Fast, this tool won't slow down your editor or generate excessive garbage.
  • Fully serialised at edit time, so all references are already available at runtime

Attributes

  • Self looks for the reference on the same game object as the attributed component using GetComponent(s)()
  • Parent looks for the reference on the parent hierarchy of the attributed components game object using GetComponent(s)InParent() and ignore self
  • SelfOrParent looks for the reference on the parent hierarchy of the attributed components game object using GetComponent(s)InParent()
  • Child looks for the reference on the child hierarchy of the attributed components game object using GetComponent(s)InChildren() and Ignore self
  • SelfOrChild looks for the reference on the child hierarchy of the attributed components game object using GetComponent(s)InChildren()
  • Scene looks for the reference anywhere in the scene using FindAnyObjectByType and FindObjectsOfType
  • Anywhere will only validate the reference isn't null, but relies on you to assign the reference yourself.


Technical details

has an extention for Odin Validator.

Fast Component Reference (No GetComponent Needed!)

(not enough ratings)
2 users have favourite this asset
(2)
$9.99
Seat
1
Updated price and taxes/VAT calculated at checkout
25 views in the past week
Refund policy
This asset is covered by the Unity Asset Store Refund Policy. Please see section 2.9.3 of the EULA for details.
Secure checkout:
Supported payment methods: Visa, Mastercard, Maestro, Paypal, Amex
Quality assets
Over 11,000 five-star assets
Trusted
Rated by 85,000+ customers
Community support
Supported by 100,000+ forum members
Unity logo
Language
Feedback
Partners Program
Partners
USD
EUR
Copyright © 2025 Unity Technologies
All prices are exclusive of tax
USD
EUR