Linthouse – Asset & Scene Validator
Renames and moves are never applied without an explicit confirmation. ... 26 built-in rules ... Scenes & prefabs: missing scripts, missing object references, empty GameObjects, high-poly ...
by Calico Forge
Price History +
Key features
26 configurable rules for textures, models, materials, naming and folders, audio, scenes and prefabs
One-click undoable fixes, Fix All with a checkbox preview, explicit confirmation for renames and moves
Pink material repair for Built-in, URP and HDRP
Per-scene budgets: triangles, renderers, unique materials, texture memory, realtime lights
Import hook, build hook (fail on errors) and batch-mode CLI with JSON and JUnit XML reports
Repair tools: LOD generator (built-in mesh simplifier), texture optimizer, project organizer
Custom rule API (ValidationRule, ImporterRule<T>, GameObjectRule), discovered automatically
Compatibility
Unity 2022.3 LTS and newer, including Unity 6
Built-in, URP and HDRP; no render pipeline package required
Editor-only, no runtime code
Tested on Windows
Package contents
C# source in Editor assemblies, UI Toolkit (UXML/USS) interface
3 rule set presets (Mobile, PC/Console, Strict) and 2 budget profiles
URP demo scene: 6 FBX meshes (up to 56,696 triangles), 16 PNG textures (512–4096 px), 3 WAV clips, materials and prefabs, all procedurally generated for this package
Documentation: README, full manual, changelog
132 EditMode tests
No third-party components
Linthouse keeps your Unity project clean, consistent and within budget. It scans assets, prefabs and scenes against rule sets your team defines, lists every problem in one window and fixes most of them in one click, with Undo.
Why Linthouse
Your rules, shared as assets: rule sets are ScriptableObjects. Tune every parameter and severity, add include/exclude folder patterns and commit the asset for your whole team. Mobile, PC/Console and Strict presets are included.
Fixes, not just reports: one-click undoable fixes, and Fix All with a preview that has a checkbox per change. Renames and moves are never applied without an explicit confirmation.
Pink materials repaired: materials made for another render pipeline or with a missing shader are converted to your active pipeline's default shader, keeping their colors and textures.
Per-scene performance budgets: triangles, renderers, unique materials, texture memory and realtime lights, with colored bars and the top offenders of each metric.
On import, on build and in CI: optional checks when assets are imported and before builds (fail the build on errors), plus a batch-mode command line entry point that writes JSON and JUnit XML reports.
Repair tools: generate LODs with the built-in mesh simplifier, optimize textures through their import settings, and organize the project (folders, names, unused assets, empty folders), always with a preview first.
Extensible: write a custom rule as a single C# class; it is discovered automatically. A fully commented example is included.
26 built-in rules
Textures: max size per platform, normal map import type, sRGB on data maps, mipmaps on UI/sprites, compressed non-power-of-two, Read/Write enabled, missing Android/iOS overrides.
Models: triangle count, Read/Write enabled, missing lightmap UVs on lightmap-static objects, unneeded animation/material/camera/light imports.
Materials: missing or error shader, shader of another render pipeline, duplicate materials.
Naming & structure: regex naming patterns per asset type (T_, M_, SM_, SK_, A_, P_ …), allowed folders per asset type, spaces and special characters.
Audio: load type and compression by clip length, force-to-mono suggestion.
Scenes & prefabs: missing scripts, missing object references, empty GameObjects, high-poly renderers without LOD Group, realtime and shadow-casting light counts, non-convex Mesh Colliders on moving objects, scene budgets.
Built for real projects
Scans 20,000 assets in about 7 seconds (5 seconds with the result cache), time-sliced so the editor stays responsive.
Scopes: whole project, project selection, open scenes, scenes in Build Settings.
Double-click an issue to open its scene or prefab and select the object. Export reports as JSON or JUnit XML.
Suppressions are stored in ProjectSettings, so your team can commit them.
Clean and safe
Editor-only: nothing is added to your builds.
Public Unity APIs only, no third-party code or DLLs, no network access, no analytics.
Works with Enter Play Mode Options (domain reload disabled). Light and dark editor themes supported.
Included
Full C# source, 3 rule set presets, 2 budget profiles, a URP demo scene with sample assets that intentionally break the rules, an example custom rule, documentation and 132 automated tests.