Ship cleaner Unity projects. Scan. Validate. Sync.
A premium browser-based production suite for Unity teams: scan a project's Assets/ folder, manage assets, enforce naming conventions across every Unity asset type, track approvals and keep everyone in sync. From A$9/mo for solo devs; start with a 14-day free trial, no credit card.
Asset management, validation and production tooling designed around how Unity teams actually work.
Browse, create, import, duplicate and batch-rename Prefabs, ScriptableObjects, Materials and more; grid/list views, filtering and multi-select.
Audit naming conventions across Unity asset types; Prefabs, Materials, Shader Graphs, Textures, Models, Scenes; plus texture suffixes, with one-click auto-fix.
Asset audit, approval workflow (WIP / review / approved), dependency tracking and orphaned-asset detection across your project.
Track team members, roles and a live activity feed so everyone sees what changed and who changed it.
Open an actual Unity project's Assets/ folder (Chrome/Edge) or drag & drop files to scan your real content tree.
Memory estimates, naming reference, changelog and CSV / full-report export for production tracking.
Switch the workspace to show exactly what each team member cares about.
Focus on Models, Materials, Textures, Shader Graphs and VFX Graph systems; with texture-suffix and size checks.
Surface Prefabs, ScriptableObjects, UI Toolkit documents, Scenes and Animator controllers so designers see gameplay content first.
ScriptableObjects, Prefabs, Animation clips and Audio, with dependency and orphan detection across the project.
Every Unity project starts tidy and drifts. A few sprints in, the Assets/ folder is full of badly named Prefabs, Materials, Textures and Scenes, duplicate imports, and files nobody is sure are still used. Unity Studio Hub is a browser-based way to scan your project tree and see naming issues, orphaned assets, dependency problems and approval status in one dashboard - so you catch them before they become production problems. Point it at your Assets/ folder and stop hunting by hand.
Unity's own advice is simple: document your naming conventions and folder structure, stay consistent, avoid spaces in file and folder names, and automate bulk changes. The hard part is enforcing it across a whole team. The Unity naming convention checker validates every asset against your rules and flags the ones that break them - spaces, wrong case, missing type prefixes, inconsistent separators. It understands Unity texture conventions too, so the material and texture naming validator checks suffixes like _BaseColor, _Normal, _MaskMap, _Metallic and _AO that URP and HDRP materials expect.
T_ textures, M_ materials, SM_ meshes, PF_ prefabs (adapt to your studio)_BaseColor, _Normal, _MaskMap, _Metallic, _Roughness, _AO, _EmissionThe scanner speaks Unity. It reads the Assets/ folder - the main folder that holds everything a Unity project uses - and recognises the asset types real projects are built from: Prefabs (and prefab variants), Materials, Textures, Models (FBX), Scenes, ScriptableObjects, Animator Controllers, Shader Graph and VFX Graph assets. It also knows Unity's reserved and special folders - Editor, Resources, StreamingAssets, Plugins, Gizmos - and render-pipeline realities like URP, HDRP and Addressables, so its checks match how Unity actually treats your files. See the Assets folder scanner for how a scan works.
Unity references assets by GUID through their .meta files, which makes it hard to eyeball what is still used. The orphaned-assets checker surfaces assets that nothing in your scenes or prefabs references, so you can review and remove dead weight with confidence instead of guessing. Combined with the project cleanup workflow, it turns a bloated Assets/ folder back into something a new team member can navigate.
Beyond naming, Unity Studio Hub tracks the production side. The prefab manager gives you a clear view of prefabs and their dependencies; the approval workflow moves each asset through WIP → Review → Approved → In Use so everyone knows what is final; and the report export produces a CSV or PDF audit you can hand to a lead or attach to a milestone. It is the full Unity asset management tool in one browser tab.
Unity Studio Hub is a lightweight, browser-based production-hygiene tool, not a replacement for the software you already run. It does not replace the Unity Editor, Plastic SCM, Git, Jira or Trello. Instead it gives teams a fast way to scan the Assets/ folder, check naming conventions, review asset status, find orphaned content and export reports - without installing a custom Unity package or adding another heavy editor extension. See the full comparison of Unity Studio Hub vs the Unity Editor asset browser.
Every plan starts with a 14-day free trial - no credit card required; we only ask for payment when your trial ends. Solo is billed monthly; team plans annually (one month free) or monthly. Cancel anytime, no lock-in.
1 seat · solo developers
14-day free trial · no card required
Up to 5 seats
$869 billed annually 1 month free
Up to 20 seats
$2,189 billed annually 1 month free
All plans start with a 14-day free trial; no credit card; payment is collected only when the trial ends. Prices in AUD: Solo is billed monthly; team plans annual includes one month free, monthly billed each month.
Scan a project's Assets/ folder, manage assets, validate naming across Unity asset types, run an audit, track an approval workflow, find orphaned assets and export reports; all in your browser.
Unity 6 and Unity 2022 LTS or newer. Folder scanning works best in Chrome or Edge (File System Access API); other browsers use a file-picker fallback.
In your browser (localStorage). We never upload the contents of your project; only your account and subscription status, via Supabase and Stripe.
Yes; every plan starts with a 14-day free trial that needs no credit card; we only ask for payment when your trial ends. Solo is A$9/month for one seat; Studio and Enterprise add team seats.
Start your 14-day free trial; no credit card; and keep your assets clean, validated and in sync.
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