Terminal tree view
Run prefablens main in a Unity project to compare a ref against your
working tree. Changed files come back as a GameObject / component / field tree instead
of a wall of YAML, and guid references — scripts, materials, source prefabs — resolve
to their asset paths automatically.
$ prefablens main Assets/Prefabs/Robot.prefab ◆ Robot ├─ components (4) │ ├─ ~ Rigidbody │ │ Mass: 5 → 12 │ ├─ ~ FixtureBehaviour ‹Script: Assets/Scripts/FixtureBehaviour.cs› │ │ Speed: 2.5 → 4 │ │ Offset.y: 0 → 0.5 │ ├─ + CapsuleCollider │ │ Material: None │ │ Include Layers.Serialized Version: 2 │ │ Include Layers.Bits: 0 │ │ Exclude Layers.Serialized Version: 2 │ │ Exclude Layers.Bits: 0 │ │ Layer Override Priority: 0 │ │ Is Trigger: 0 │ │ Provides Contacts: 0 │ │ Enabled: 1 │ │ Radius: 0.5 │ │ Height: 2.2 │ │ Direction: 1 │ │ Center: (0, 0, 0) │ └─ - BoxCollider │ Material: None │ Include Layers.Serialized Version: 2 │ Include Layers.Bits: 0 │ Exclude Layers.Serialized Version: 2 │ Exclude Layers.Bits: 0 │ Layer Override Priority: 0 │ Is Trigger: 0 │ Provides Contacts: 0 │ Enabled: 1 │ Size: (1, 2, 1) │ Center: (0, 0, 0) └─ ◆ ~ Sensor └─ components (1) └─ ~ Transform Position.y: 2 → 2.2 Position.z: 0 → 0.1 Assets/Prefabs/RobotVariant.prefab ◆ ~ RobotVariant ‹Prefab: Assets/Prefabs/Robot.prefab› └─ components (1) └─ ~ Overrides + Label: variant Level: 7 → 9 Assets/Scenes/Playground.unity ◆ Sun └─ components (1) └─ ~ Light Color.g: 1 → 0.8 Color.b: 1 → 0.6 Intensity: 1 → 0.4 ◆ Crate ├─ components (1) │ └─ ~ Transform │ Position.x: 0 → 3 │ Position.z: 0 → -1 └─ ◆ - Marble └─ components (4) ├─ - Transform │ Rotation: (-0, -0, -0, 1) │ Position: (0, 1, 0) │ Scale: (1, 1, 1) │ Constrain Proportions Scale: 0 ├─ - MeshRenderer │ Enabled: 1 │ Cast Shadows: 1 │ Receive Shadows: 1 │ Dynamic Occludee: 1 │ Static Shadow Caster: 0 │ Motion Vectors: 1 │ Light Probe Usage: 1 │ Reflection Probe Usage: 1 │ Ray Tracing Mode: 2 │ Ray Trace Procedural: 0 │ Ray Tracing Accel Struct Build Flags Override: 0 │ Ray Tracing Accel Struct Build Flags: 1 │ Small Mesh Culling: 1 │ Force Mesh Lod: -1 │ Mesh Lod Selection Bias: 0 │ Rendering Layer Mask: 1 │ Renderer Priority: 0 │ Materials[0]: Default-Material (built-in) │ Static Batch Info.First Sub Mesh: 0 │ Static Batch Info.Sub Mesh Count: 0 │ Static Batch Root: None │ Probe Anchor: None │ Light Probe Volume Override: None │ Scale In Lightmap: 1 │ Receive GI: 1 │ Preserve UVs: 1 │ Ignore Normals For Chart Detection: 0 │ Important GI: 0 │ Stitch Lightmap Seams: 1 │ Selected Editor Render State: 3 │ Minimum Chart Size: 4 │ Auto UVMax Distance: 0.5 │ Auto UVMax Angle: 89 │ Lightmap Parameters: None │ Global Illumination Mesh Lod: 0 │ Sorting Layer ID: 0 │ Sorting Layer: 0 │ Sorting Order: 0 │ Mask Interaction: 0 │ Additional Vertex Streams: None ├─ - SphereCollider │ Material: None │ Include Layers.Serialized Version: 2 │ Include Layers.Bits: 0 │ Exclude Layers.Serialized Version: 2 │ Exclude Layers.Bits: 0 │ Layer Override Priority: 0 │ Is Trigger: 0 │ Provides Contacts: 0 │ Enabled: 1 │ Radius: 0.5 │ Center: (0, 0, 0) └─ - MeshFilter Mesh: Sphere (built-in) ◆ + Floor └─ components (4) ├─ + MeshRenderer │ Enabled: 1 │ Cast Shadows: 1 │ Receive Shadows: 1 │ Dynamic Occludee: 1 │ Static Shadow Caster: 0 │ Motion Vectors: 1 │ Light Probe Usage: 1 │ Reflection Probe Usage: 1 │ Ray Tracing Mode: 2 │ Ray Trace Procedural: 0 │ Ray Tracing Accel Struct Build Flags Override: 0 │ Ray Tracing Accel Struct Build Flags: 1 │ Small Mesh Culling: 1 │ Force Mesh Lod: -1 │ Mesh Lod Selection Bias: 0 │ Rendering Layer Mask: 1 │ Renderer Priority: 0 │ Materials[0]: Default-Material (built-in) │ Static Batch Info.First Sub Mesh: 0 │ Static Batch Info.Sub Mesh Count: 0 │ Static Batch Root: None │ Probe Anchor: None │ Light Probe Volume Override: None │ Scale In Lightmap: 1 │ Receive GI: 1 │ Preserve UVs: 1 │ Ignore Normals For Chart Detection: 0 │ Important GI: 0 │ Stitch Lightmap Seams: 1 │ Selected Editor Render State: 3 │ Minimum Chart Size: 4 │ Auto UVMax Distance: 0.5 │ Auto UVMax Angle: 89 │ Lightmap Parameters: None │ Global Illumination Mesh Lod: 0 │ Sorting Layer ID: 0 │ Sorting Layer: 0 │ Sorting Order: 0 │ Mask Interaction: 0 │ Additional Vertex Streams: None ├─ + MeshCollider │ Material: None │ Include Layers.Serialized Version: 2 │ Include Layers.Bits: 0 │ Exclude Layers.Serialized Version: 2 │ Exclude Layers.Bits: 0 │ Layer Override Priority: 0 │ Is Trigger: 0 │ Provides Contacts: 0 │ Enabled: 1 │ Convex: 0 │ Cooking Options: 30 │ Mesh: Plane (built-in) ├─ + MeshFilter │ Mesh: Plane (built-in) └─ + Transform Rotation: (0, 0, 0, 1) Position: (0, 0, 0) Scale: (1, 1, 1) Constrain Proportions Scale: 0 components (1) └─ ~ SceneRoots + Roots[2]: #615180541 Assets/Settings/Fixture.asset components (1) └─ ~ FixtureData ‹Script: Assets/Scripts/FixtureData.cs› Hit Points: 100 → 150 Title: fixture → fixture v2 Weights[0]: 0.1 → 0.7 Weights[2]: 0.7 → 0.1 + Weights[3]: 0.05 Items[0].Item Name: sword → potion Items[0].Cost: 50 → 10 Items[0].Consumable: 0 → 1 Items[1].Item Name: potion → sword Items[1].Cost: 10 → 50 Items[1].Consumable: 1 → 0 + Items[2].Item Name: shield + Items[2].Cost: 80 + Items[2].Consumable: 0 Material Ref: Assets/Materials/Fixture.mat → None Tint.g: 1 → 0.5 Tint.b: 1 → 0
HTML report (--open)
prefablens --open main writes a self-contained HTML report to a temp file
and opens it in your browser. The frame below is that exact file, generated by the CLI
— open it full page.