Find every missing script reference — scenes, prefabs, variants, nested prefabs, ScriptableObjects — get ranked replacement suggestions, and fix them in one click with backup-first safety.Missing Script Surgeon scans your entire project — open and closed scenes, prefabs, prefab variants, nested prefabs, ScriptableObjects, and (optionally) Addressable groups — for missing MonoScript references. For each broken component, it proposes the most likely replacement by matching the original type name and the shape of the serialized fields, ranked on a 0–100 confidence scale. You can Replace, Delete, or Ignore each result, queue a batch, and Apply All in one click.Every rewrite is backup-first: the original asset is copied to Library/MSS_Backups// before any file is touched, and writes are atomic so an editor crash mid-save can never corrupt a prefab. The tool refuses to rewrite a prefab that is currently open in Prefab Mode or a scene with unsaved changes — no silent overwrites of in-flight work.Customizable: a dedicated Project Settings page (Edit → Project Settings → Peykarimeh → Missing Script Surgeon) lets you configure the ignore list, default scan scope, backup behavior, and type-index cache.Genre: genre-agnostic. This is a pure editor utility — useful for any project that has ever survived a script rename, an assembly definition change, a package update, or a merge from a teammate. No runtime cost, no render-pipeline coupling, no third-party dependencies.Editor-only. Pure C#. No runtime code is shipped, so nothing is pulled into your build.Technical Details — FeaturesDeep traversal — scenes (open and closed), prefabs, prefab variants, nested prefabs, ScriptableObjects, and Addressable groups (auto-detected if the package is installed)Confidence-ranked replacement suggestions (0–100) based on type-name and serialized field-shape matchingPer-row actions: Replace, Delete, IgnoreBatch apply with a pending-actions queue and one-click Apply AllBackup-first rewrites to Library/MSS_Backups// with one-click restoreAtomic file writes — no partial-write corruption if the editor crashes mid-saveLocked-asset detection — refuses to rewrite prefabs open in Prefab Mode or scenes with unsaved changesForce-binary serialization detection with a clear warningSearch and filter results by asset path, GameObject name, or candidate typeCSV and JSON export for code review and trackingProject Settings page: ignore list, scan defaults, backup toggle, type-index cache controlsPure C# editor scripting — zero runtime cost, zero build-time dependenciesTechnical Details — Supported OSWindows, macOS, Linux (any platform the Unity Editor runs on)


