Health Checks Reference
intermediate featureHealth Checks Reference
This page lists every health check performed by the Health Window. Checks are organized by category. The Auto-fix column indicates whether Scene Pilot Pro can automatically resolve the issue.
Health Checks (64)
| # | Check | Description | Severity | Auto-fix |
|---|---|---|---|---|
| 1 | Missing Components | Detects GameObjects with missing (deleted) script components. | Error | Yes (remove) |
| 2 | Missing References | Finds broken asset references in serialized fields. | Error | Guidance |
| 3 | Missing Mesh | MeshFilter or SkinnedMeshRenderer with no mesh assigned. | Warning | Guidance |
| 4 | Empty GameObjects | Leaf GameObjects with only a Transform and nothing referencing them. Objects used as spawn points, path anchors or targets by another component are left alone. Fix All removes only the objects listed. | Info | Yes (remove) |
| 5 | Disabled Objects | Roots of explicitly disabled groups. Children inside a disabled group are not listed again, and disabled objects referenced by other components (pooled templates, hidden panels) are treated as intentional. | Info | No |
| 6 | Hidden Objects | GameObjects hidden from the Scene View via HideFlags. | Info | No |
| 7 | Duplicate Names | Sibling GameObjects sharing the same name. Can cause issues with GameObject.Find or animation paths. | Info | Guidance |
| 8 | Duplicate Components | Multiple instances of the same component type on one GameObject. | Warning | No |
| 9 | Negative Scale | Transforms with negative scale values. Mirroring props this way is often intentional, but negative scale flips normals and can cause artifacts with shadows, lighting and physics. Worth a look, not necessarily a problem. | Info | Guidance |
| 10 | Far From Origin | Objects positioned very far from the world origin, which can cause floating-point precision issues. | Warning | Guidance |
| 11 | Hierarchy Depth | GameObjects nested deeper than the configured threshold (default: 10 levels). Only the first object that crosses the threshold is reported, and skeleton bones are skipped because rigs are deep by design. | Warning | Guidance |
| 12 | Invalid Layers | Objects assigned to deleted or invalid layers. | Warning | Yes |
| 13 | Rigidbody No Collider | Rigidbodies without any attached collider component. | Warning | Guidance |
| 14 | Static Trigger | Trigger colliders without a Rigidbody of their own. This is the normal setup for stationary zones: the event fires when a moving physics body enters. Add a kinematic Rigidbody only if the trigger itself moves at runtime. | Info | Guidance |
| 15 | Duplicate Collider Types | GameObjects with multiple Collider components of the same type on the same object. | Info | No |
| 16 | Non-Convex Mesh Collider | Non-convex MeshColliders on dynamic Rigidbodies, which are expensive for physics simulation. | Warning | Guidance |
| 17 | Null Materials | Renderers with one or more empty (null) material slots. | Error | Yes |
| 18 | Small Shadow Caster | Very small objects casting shadows that are unlikely to be visible. | Info | Yes (disable shadows) |
| 19 | Raycast Target | UI elements with Raycast Target enabled but no interactive component (Button, Toggle, etc.). | Info | Guidance |
| 20 | Multiple Audio Listeners | More than one active AudioListener in the scene. | Error | Guidance |
| 21 | Multiple Event Systems | More than one active EventSystem in the scene. | Error | Guidance |
| 22 | Shader Errors | Materials using shaders that have compilation errors. | Error | Guidance |
| 23 | Pipeline Mismatch | Shaders incompatible with the active render pipeline. | Error | Yes/Guidance (per shader) |
| 24 | Animator No Controller | Animator components without an assigned AnimatorController. Note that Animators driven by Timeline or PlayableGraph do not require a controller. | Warning | Guidance |
| 25 | Audio Source | Active AudioSources set to Play On Awake with no AudioClip assigned, which play nothing at runtime. Clip import settings are reported once per asset by Editor Doctor Pro instead. | Warning | Guidance |
| 26 | Broken Prefab | Prefab instances whose source asset is missing, grouped by the source they lost. Fixing a row unpacks every instance in that group. | Warning | Yes (unpack) |
| 27 | Broken Unity Events | UnityEvent callbacks referencing deleted objects or missing methods. Static methods resolve correctly and calls set to Off are skipped. | Error | Guidance |
| 28 | Obsolete Components | Components using deprecated Unity types or any component marked with [Obsolete]. | Warning | Guidance |
| 29 | Inconsistent Static Flags | Parent and child renderers with different Batching Static flags, which may indicate an oversight. | Info | Guidance |
| 30 | Reflection Probes | No ReflectionProbe in the scene while reflective materials are present. | Info | No |
| 31 | Reflection Probe Every Frame | Reflection Probes set to refresh every frame (expensive). | Warning | Yes (set to On Demand) |
| 32 | Canvas No Camera | World Space or Screen Space - Camera canvases without an assigned render camera. | Warning | Guidance |
| 33 | Light Probes | No LightProbeGroup or Adaptive Probe Volume while dynamic renderers are present. | Info | No |
| 34 | Skinned Mesh Offscreen | SkinnedMeshRenderers with Update When Offscreen enabled unnecessarily. | Warning | Yes (disable) |
| 35 | Volume | Misconfigured Volume components: missing profiles or local Volumes without a trigger collider. | Warning | Guidance |
| 36 | Built-in Lighting | Scene lighting settings configured for a different render pipeline. | Warning | Guidance |
| 37 | Built-in Features | Built-in shader features being used in a non-built-in pipeline. | Info | No |
| 38 | GPU Instancing | Materials used by multiple renderers without GPU Instancing enabled. Only checked on Built-in pipeline (URP/HDRP use SRP Batcher instead). | Info | Yes (enable) |
| 39 | High Poly No LOD | High polygon count meshes without LOD Groups for level-of-detail optimization. | Warning | Guidance |
| 40 | No Audio Listener | Scene has active AudioSources but no enabled AudioListener. All audio will be silent at runtime. | Warning | Guidance |
| 41 | TMP Missing Font | TextMeshPro components with no font asset assigned. Text will be invisible or render with a fallback font. | Error | Guidance |
| 42 | Graphic Raycaster Waste | Canvas with an enabled GraphicRaycaster but no interactive UI children. The raycaster runs hit-testing every frame with no benefit. | Warning | Guidance |
| 43 | Light Zero Intensity | Active lights with zero intensity or zero range that produce no illumination. | Info | Guidance |
| 44 | Multiple MainCamera Tags | More than one active, enabled Camera tagged MainCamera. Camera.main returns an unpredictable result. | Warning | Guidance |
| 45 | Kinematic with Gravity | Rigidbody set to Is Kinematic with Use Gravity enabled. Gravity has no effect on kinematic bodies. | Info | Yes (disable gravity) |
| 46 | Video Player Setup | VideoPlayer with missing clip/URL or incompatible render target configuration. | Warning | Guidance |
| 47 | Empty Line Renderer | LineRenderer with no positions defined. Produces no output but consumes a draw call. | Info | Guidance |
| 48 | Terrain Setup | Terrain with missing TerrainData or null terrain layers. | Warning | Guidance |
| 49 | LOD Group Issues | LODGroup with null renderers, empty non-cull levels, or inverted triangle counts across levels. | Warning | Guidance |
| 50 | Skinned Mesh Bones | SkinnedMeshRenderers with a missing root bone (warning, the renderer still deforms) or null entries in the bones array (error, vertices collapse to the origin). | Warning / Error | Guidance |
Material Checks (2)
| # | Check | Description | Severity | Auto-fix |
|---|---|---|---|---|
| 51 | Duplicate Materials | Detects duplicate materials in the scene that could be consolidated. | Warning | Guidance |
| 52 | Shader Keywords | Materials exceeding the shader keyword threshold (default: 10 keywords). | Warning | Guidance |
Mesh Checks (3)
| # | Check | Description | Severity | Auto-fix |
|---|---|---|---|---|
| 53 | Duplicate Meshes | Identifies duplicate mesh assets that could share a single reference. | Info | No |
| 54 | Read/Write Enabled | Mesh assets with Read/Write enabled that do not need it at runtime. | Warning | Yes (disable) |
| 55 | Submesh Count | Renderers with a high number of submeshes, indicating potential draw-call overhead. | Warning | Guidance |
Texture Checks (9)
| # | Check | Description | Severity | Auto-fix |
|---|---|---|---|---|
| 56 | Missing Mipmaps | Textures used in 3D rendering that do not have mipmaps generated. | Warning | Yes (enable) |
| 57 | Streaming Mipmaps | Textures without streaming mipmaps enabled, preventing memory optimization. | Info | Yes (enable) |
| 58 | Non-Power-of-Two | Textures with non-power-of-two dimensions. NPOT textures use more memory with some compression formats and cannot tile seamlessly. | Info | Yes (resize) |
| 59 | Uncompressed | Textures using uncompressed formats, consuming excessive memory. | Warning | Yes (compress) |
| 60 | Read/Write Enabled | Textures with Read/Write enabled unnecessarily, doubling memory usage. | Warning | Yes (disable) |
| 61 | Oversized | Textures exceeding the configured size threshold (default: 4096 px). | Warning | Yes (resize) |
| 62 | Memory Budget | Total texture memory across the scene exceeds the threshold (default: 512 MB). | Warning | Guidance |
| 63 | Unused Textures | Textures referenced by materials but not used by any active renderer. | Info | No |
| 64 | Resolution Outlier | Textures whose resolution is disproportionately high for the object size they are applied to. Objects with a degenerate size or scale are ignored. | Warning | Guidance |
Configurable thresholds. Several checks use thresholds that you can adjust in the Health window settings. See the Health Window documentation for details on configuring hierarchy depth, shader keywords, texture size, and memory limits.
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