FAQ
beginner faqEditor Doctor Pro · Troubleshooting & FAQ
Is Editor Doctor Pro editor-only?
Yes. EDP runs entirely within the Unity Editor and ships zero runtime payload. The asmdef is editor-scoped; if a build accidentally references EDP code, the build fails loudly instead of silently bundling editor logic. There are no MonoBehaviours, no runtime scripts, no shader variants, and no GameObjects added to your scenes.
Does it work with Built-in, URP and HDRP?
Yes. All checks support Built-in, Universal and High Definition render pipelines. Safe Delete in particular handles the full URP / HDRP entry-point set: UniversalRenderPipelineAsset, ScriptableRendererData, Renderer Features, Volume Profiles, Volume Components, and custom render passes. Zero false positives are the launch contract.
What Unity version does EDP require?
Unity 6.0 LTS or later. 2022.3 LTS is not supported on launch; we may add support in a v1.0.x point release if customer demand surfaces.
Do I need Scene Pilot Pro to use EDP?
No. EDP works fully standalone with 120 native checks. Installing Scene Pilot Pro and enabling the bridge adds 64 in-scene checks across every scene and prefab in the project (185+ total).
Can I undo any fix?
Yes. Every EDP-applied action is captured in the Action History journal and can be reverted from there with one click, even across editor restarts. Soft-deletes go through the Trash with full restore. There is no operation that can't be reversed.
How many checks ship with auto-fix?
22 of the 120 native checks ship as Auto tier (~18%): 14 across Asset Health, 5 in Build Review, 3 in Prefab Drift. The remaining 98 are Manual - either because the right fix depends on intent (Code Audit) or because the action crosses ownership boundaries (SPP-bridged scene checks).
Can I run EDP in batch mode for CI?
Yes. The CLI entry point Kronnect.EditorDoctorPro.CLI.EDPCommandLine.Run runs the same scan engine as the Doctor window, supports the same scope and suppression configuration, and emits the same JSON / CSV / HTML reports. The repo ships a reference GitHub Actions workflow at .github/workflows/edp-acceptance.yml.
How do I gate my CI on the report?
Use --fail-on <severity> in the CLI. The flag controls the exit code threshold: error (default) exits non-zero on any error or critical finding; warn also fails on warnings; never always exits 0 (useful when a verifier script downstream owns pass / fail).
Does EDP send any data over the network?
No. There is no telemetry, no anonymous launch ping, no opt-in usage stats. The only network calls EDP makes are documentation links you explicitly click.
Is there a license check?
No. EDP has no license gating - it works out of the box on any Unity install. Asset Store delivery is the only piracy mitigation. Matches Scene Pilot Pro's model.
Why does Code Audit need a separate package?
Code Audit uses com.unity.nuget.mono-cecil for IL inspection. The package is the official Unity-distributed Cecil; we cannot ship our own copy under the Unity EULA. The first time you open the Code Audit tab, EDP installs the package automatically. If the install fails, install version 1.10.2 manually via the Package Manager.
What scopes can I suppress at?
Three: per-issue (silence one specific finding), per-rule (silence every finding from a check), and per-scope (silence findings from a check on a path glob, e.g. suppress EDP-CODE-CONV-* on Assets/Plugins/**). Entries are stored as scope + check id + target in ProjectSettings/EditorDoctorPro/suppressions.json and shared via git. See Settings & Suppression.
Where does EDP store its data?
Project-shared data (suppressions, settings, custom rules) lives under ProjectSettings/EditorDoctorPro/ and is shared via git. The Action History journal lives in Library/EDP/journal.json; the soft-delete trash lives in .EditorDoctor/Trash/ at the project root. Both Library/ and .EditorDoctor/ are per-machine state and gitignored by default. Per-user view preferences (column widths/order/visibility) live in UserSettings/EditorDoctorPro/.
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