Asset Loom
Paste from Excel or Google Sheets: rows without an asset become new ScriptableObjects. ... Profiles on project open, before Play Mode or before a build; HTML and JSON reports; batch ... EXTEND
by Gibisoft
Price History +
Every asset. One window. One query language.
Unity's Project window shows assets by folder and name. Asset Loom puts every texture, material, prefab, sound, model and ScriptableObject in one searchable window, grouped and tagged your way, editable side by side in a table and checked for problems before they reach a build.
No code generation, no database file, nothing to register. Asset Loom reads the fields of your own ScriptableObject classes. Assets stay where they are, groups refer to them by GUID and tags are Unity labels, so moves, renames and version control keep working.
A QUERY LANGUAGE FOR YOUR ASSETS
- t:Weapon Damage>=40 Rarity!=Common -l:Legacy: type, label, folder, name, group, note and naming terms combined with the values of your own fields, nested ones included.
- Suggestions while you type for types, labels, folders, fields and enum values, and a syntax panel with examples.
- The same language drives smart groups, saved views, validation profiles and import rules.
- 10–40 ms searches on 51,000 assets; field searches run in the background with Cancel.
FIND AND ORGANISE
- Grid, list and a details drawer with Inspector, references, notes, issues and history.
- Hierarchical, coloured labels (Audio.Footstep.Grass) with bulk labelling and Undo.
- Manual, folder and smart groups, built without typing a query, with a live match count.
- Saved views for yourself or the team; label colours and unused marks in the Project window.
- Team notes, favourites, audio preview and Unity Search providers.
- Collections: a runtime list that follows a group, read by the game without editor code.
EDIT IN BULK
- Every serialized field of a type as a table column, including structs, lists, references, curves and gradients, with Undo.
- Material shader properties and prefab components as columns, across hundreds of assets.
- Texture, audio and model import settings as columns, reimported in one pass.
- Chained changes (×1.2, +10, clamp), formulas, a summary row and conditional formatting.
- Paste from Excel or Google Sheets: rows without an asset become new ScriptableObjects. CSV and JSON with a preview.
OPERATIONS YOU CAN UNDO
- Bulk rename from field values (WPN_{field:Rarity|upper}_{n:00}), regex and presets, with a live preview.
- Naming rules per type with a bulk fix.
- Move, duplicate, replace references down to the field, and safe delete to the system trash.
- File operations and import settings go into a history you can revert.
VALIDATE AND KNOW WHAT SHIPS
- Missing references, unused assets, duplicates, empty folders, large textures, field rules ([Required], [Unique], [NotEmpty]) and import rules, with one-click fixes.
- Build reachability: whether an asset reaches the build, and through which scene and prefab chain.
- Import rules with Explain, compliance counts, a dry run and enforcement on import.
- Profiles on project open, before Play Mode or before a build; HTML and JSON reports; batch mode for CI.
EXTEND
- A documented C# API for columns, validators, previews, actions and panels, found automatically. Four samples.
BUILT FOR LARGE PROJECTS
On 51,000 assets the index loads in about half a second, searches take 10–40 ms and the grid draws in under 3 ms per frame. Long work runs in slices with a progress bar.
COMPATIBILITY
- Unity 6000.3 LTS or newer; tested on 6000.3–6000.5 with Built-in, URP and HDRP.
- Works with Domain Reload disabled. No dependencies, no network calls, no telemetry.
- Full C# source, 13 pages of documentation and a changelog included.