# Unity: FMOD Reference Updater takes 15minutes to scan

**URL:** <https://qa.fmod.com/t/unity-fmod-reference-updater-takes-15minutes-to-scan/22119>\
**Category:** Unity\
**Tags:** mac, unity\
**Created:** [September 23, 2024, 4:48pm UTC](https://qa.fmod.com/t/unity-fmod-reference-updater-takes-15minutes-to-scan/22119 "2024-09-23T16:48:50Z")\
**Posts on this page:** 1\
**Showing post:** 3

<div class="post-metadata">

**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [September 25, 2024, 6:35am UTC](https://qa.fmod.com/t/unity-fmod-reference-updater-takes-15minutes-to-scan/22119/3 "2024-09-25T06:35:47Z")

</div>

Hi,

Thanks for reporting the issue - 15 minutes definitely seems out of the ordinary unless your project is absolutely massive. I’ll do some testing on my end and see whether there’s anything that can be improved, but for reference, can I get you to run the following lines of code to count the assets that the `EventReferenceUpdater` scans, and provide me with the results?

```auto
string[] searchFolders = { "Assets" };

int totalPrefabs = AssetDatabase.FindAssets("t:GameObject", searchFolders).Length;
int totalScenes = AssetDatabase.FindAssets("t:Scene", searchFolders).Length;
int totalScriptableObjects =
    AssetDatabase.FindAssets("t:ScriptableObject", searchFolders).Distinct().ToArray().Length;

Debug.Log("Scanned asset counts:" +
    "\nPrefab count = " + totalPrefabs +
    "\nScene count = " + totalScenes +
    "\nScriptable Object count = " + totalScriptableObjects
);

```

---

_[View the full topic](https://qa.fmod.com/t/unity-fmod-reference-updater-takes-15minutes-to-scan/22119)._
