Asset Health Checks

intermediate feature

Editor Doctor Pro · Features

Asset Health Checks

The Asset Health module ships 42 native checks covering broken references, texture importer settings, audio importer settings, mesh importer settings, materials, animation, and ScriptableObjects. When the Scene Pilot Pro bridge is enabled, an additional 64 in-scene SPP checks run across every scene and prefab in the project.

Categories

CategoryCheck id prefixCountWhat it covers
ReferencesEDP-REF-*8Missing scripts, broken material / sprite / mesh / audio / animator-controller references, empty component slots.
TexturesEDP-TEX-*8sRGB on normal maps, mipmaps on UI sprites, oversize maxSize, uncompressed format, Read/Write enabled, non-power-of-two, normal map type mismatch, alpha-is-transparency.
AudioEDP-AUD-*5DecompressOnLoad on large clips, force-mono candidates, high-bitrate short clips, streaming on tiny clips, preload-audio-data on large clips.
MeshesEDP-MESH-*5Read/Write enabled, excessive vertex count, redundant import-materials flag, normals-imported-none, animation compression off.
MaterialsEDP-MAT-*6Missing shader, shader compile error, URP shader on non-URP project, GPU instancing flag sanity, render queue override, orphan keyword.
AnimationEDP-ANIM-*5Empty animation clip, animator without entry state, missing avatar mask, stale animation event, override controller orphan.
ScriptableObjectsEDP-SO-*5Missing script on SO, broken serialized reference, orphan SO (no incoming refs), Resources-only SO, circular SO references.

Auto-fix coverage

Every Asset Health auto-fix is reversible from Action History and validated against the EDP synthetic project on every release. Coverage breakdown:

CategoryAuto-fix count / total
Refs1 / 8 (REF-007 ClearEmptyComponentReference)
Tex5 / 8 (TEX-001 / 002 / 003 / 005 / 008)
Aud4 / 5 (AUD-001 / 002 / 004 / 005)
Mesh3 / 5 (MESH-001 / 003 / 005)
Mat2 / 6 (MAT-004 / 005)
Anim0 / 5 (every clip / controller / mask issue needs a human judgement call)
SO0 / 5 (orphan / cycle / Resources flagging is informational; real fix is delete-or-move, which is M5 Safe Delete territory)
Total15 / 42 (~36%)

Why-this-matters panel

Click any finding to expand the explanation panel. Three sections per check:

  • Why - what the rule is detecting and why it matters in shipped Unity projects.
  • Safe fix - what the auto-fix does (or what to do manually if the rule is Manual).
  • Risk - the false-positive scenarios and the suggested suppression strategy if you hit one.

All 112 native checks ship with curated copy. The text lives in Editor/Data/rule-explanations.json and is editable; teams that want to add internal context to a check can do so without forking EDP.

Bridged SPP checks

When SPP is installed and the EDP_SPP_BRIDGE define is enabled, an additional 64 in-scene checks from SPP run across every scene in the project, plus every prefab decorated as prefab-safe (12 of the 64). The bridged checks surface under the Scenes tab in the Doctor and follow the same severity / suppression model as native checks.

Tip: Disable rules you don't care about (e.g. EDP-TEX-006 non-power-of-two on UI projects) under Settings > Rules. They stop running entirely - no scan cost, no findings.
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