The Assets/ folder is the main folder that holds everything a Unity project uses, and it is where projects quietly rot. The Assets folder scanner reads the whole tree in your browser and turns it into a dashboard you can actually reason about.
How scanning works
In Chrome or Edge, the scanner uses the browser's File System Access API to read your Assets/ folder directly; other browsers use a file-picker fallback. It reads structure and file names locally - the contents of your project are never uploaded - and builds an inventory of every asset, grouped by type.
What it recognises
It speaks Unity, so it classifies the asset types real projects are built from - Prefabs, Materials, Textures, Models (FBX), Scenes, ScriptableObjects, Animator Controllers, Shader Graph and VFX Graph - and it knows Unity's reserved and special folders so it treats them correctly:
Editor- editor-only scripts and tooling.Resources- assets loaded at runtime by name.StreamingAssets- files copied verbatim into the build.PluginsandGizmos- handled as the special folders they are.
It is also aware of render-pipeline and delivery realities like URP, HDRP and Addressables, so its checks match how Unity actually treats your files.
From scan to action
A scan is the starting point for everything else: naming validation, the orphaned-assets check, and a cleanup pass. Run it before a milestone and you will know the state of the project in a minute instead of an afternoon.
Frequently asked questions
Does scanning upload my project?
No. The scanner reads structure and file names locally in your browser; the contents of your project are never uploaded.
Which browsers can scan a folder?
Chrome and Edge support direct folder scanning via the File System Access API. Other browsers use a file-picker fallback.