> For the complete documentation index, see [llms.txt](https://postica.gitbook.io/binding-system-3/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://postica.gitbook.io/binding-system-3/project-tools/diagnostics/dependencies.md).

# Bindings Dependencies

Every serialized binding in the project, grouped and navigable.

{% hint style="success" %}
**Learn by doing:** [Auditing a Project Before Release](/binding-system-3/tutorials/audit.md) runs this window as a release checklist, section by section.
{% endhint %}

**Window ▸ Binding System ▸ Bindings Dependencies**

The project-wide list. It reads the serialized data directly, so it covers scenes and prefabs nobody has open, `ScriptableObject`s, materials and any other YAML asset reachable from build scenes, Resources or the currently open scenes.

This is the tool for questions that no single Inspector can answer: what exists, what is broken, and what depends on the thing you are about to change.

<figure><img src="https://3048705056-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FLUfBXR02sJ5i0MxwYbaV%2Fuploads%2F0v8sgJOhq84gstJbFVgQ%2FScreenshot%202026-09-28%20at%2018.02.11.png?alt=media&amp;token=6f0289e7-3c02-4dd4-a129-7f1eeb7a1331" alt=""><figcaption><p>The Bindings Dependencies window</p></figcaption></figure>

## The sections

Results are grouped by what they are, which turns the list into a checklist.

<table><thead><tr><th width="250">Section</th><th>What it lists</th></tr></thead><tbody><tr><td><strong>No Sources</strong></td><td>Direct-source bindings with no source object set. Almost always a mistake.</td></tr><tr><td><strong>No Paths set</strong></td><td>Bindings whose path is empty. Same.</td></tr><tr><td><strong>Source objects</strong></td><td>Direct-source bindings that do have a source. Click the source pill to ping it in the Hierarchy or Project window.</td></tr><tr><td><strong>Bindings</strong></td><td>Bindings using one of the other <a href="/binding-system-3/overview/sources.md">source modes</a>, with a path.</td></tr><tr><td><strong>Unbound</strong></td><td>Constant <code>Bind&#x3C;T></code> wrappers and bindings marked as needing no source. Intentionally sourceless, listed so they are not mistaken for problems.</td></tr></tbody></table>

{% hint style="success" %}
Reading the first two sections takes a minute and is worth doing before every release. They are the bindings that will silently do nothing in a build.
{% endhint %}

Each row shows the source type and path, and expands into every occurrence: which asset, which object, which serialized property. Clicking an occurrence resolves it back to the live object and pings it, so you land on the actual bound field.

## Narrowing it down

<table><thead><tr><th width="250">Control</th><th>What it does</th></tr></thead><tbody><tr><td><strong>Scope</strong></td><td>Drop GameObjects, assets or folders into the scope area and the list is restricted to bindings whose source is one of them. A folder contributes every asset inside it; a prefab root contributes its child objects.</td></tr><tr><td><strong>Scene</strong> / <strong>Prefab</strong> / <strong>Asset</strong></td><td>Which kinds of asset to include.</td></tr><tr><td><strong>Build only</strong></td><td>Restrict to scenes that are actually in the build. Rows found only outside it are marked <em>Only used in scenes outside the current build scope</em>.</td></tr><tr><td>Search</td><td>Filters by type and path.</td></tr><tr><td><strong>Clear scope</strong></td><td>Back to the project-wide view.</td></tr></tbody></table>

## Starting from an object

You do not have to open the window and then narrow it. Right click what you care about:

<table><thead><tr><th width="330">Where</th><th>Menu item</th></tr></thead><tbody><tr><td>A GameObject in the Hierarchy</td><td><strong>Binding ▸ Show Dependencies</strong></td></tr><tr><td>A component header</td><td><strong>Binding ▸ Show Dependencies</strong></td></tr><tr><td>An asset or folder in the Project window</td><td><strong>Binding ▸ Show Dependencies</strong></td></tr></tbody></table>

The window opens already scoped to it. **Ctrl** or **Cmd** + **Shift** + **D** does the same thing for the current selection, from anywhere.

**Search in Children** in [Settings ▸ Configuration ▸ Dependencies](/binding-system-3/reference/settings.md#configuration) controls whether a GameObject in the scope also contributes its children. On is usually what you want: selecting a UI panel then finds everything bound inside it.

## Where the data comes from

Three caches in `Library/`, rebuilt on import: `BindDB.json`, `PrefabsDB.json` and `BindDeltaDB.json`.

They are gitignored and nothing at runtime depends on them. If the window ever looks stale, delete them and reimport.

{% hint style="warning" %}
The scanner reads YAML, so asset serialization must be set to **Force Text** (**Project Settings ▸ Editor ▸ Asset Serialization**). With Force Binary or Mixed it cannot see anything on disk, and the package routes you to the legacy window instead. See below.
{% endhint %}

## The legacy window

The 2.x window is still in the package, and it walks **live objects** through reflection rather than reading serialized data. That makes it able to inspect what is loaded right now, and blind to everything that is not.

It has no menu item of its own. It is opened for you: **Binding ▸ Show Dependencies**, the shortcut and the settings-page button all check the project's serialization mode and open whichever window can actually answer. Under **Force Text** that is the project-wide scanner above; under Force Binary or Mixed it is the legacy window. So on a binary-serialized project the tools still work, with the narrower scope.

## Related pages

* [Dependency Graph](/binding-system-3/project-tools/diagnostics/dependency-graph.md): the same data, as a graph.
* [Refactoring](/binding-system-3/project-tools/diagnostics/refactoring.md): repairing what a rename broke.
* [Optimized Accessors](/binding-system-3/project-tools/performance/optimized-accessors.md): a similar scan, filtered to bindings the build can optimize.
