Version: Unity 6.4 Alpha (6000.4)
Language : English
Code view reference
Shaders view reference

Assets view reference

The Assets view displays issues and information related to the assets in your project. You can select from the following views:

  • Asset Issues
  • TexturesAn image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail. More info
    See in Glossary
  • Sprite Atlases
  • Meshes
  • Audio ClipsA container for audio data in Unity. Unity supports mono, stereo and multichannel audio assets (up to eight channels). Unity can import .aif, .wav, .mp3, and .ogg audio file format, and .xm, .mod, .it, and .s3m tracker module formats. More info
    See in Glossary
  • Animator ControllersControls animation through Animation Layers with Animation State Machines and Animation Blend Trees, controlled by Animation Parameters. The same Animator Controller can be referenced by multiple models with Animator components. More info
    See in Glossary
  • Animation ClipsAnimation data that can be used for animated characters or simple animations. It is a simple “unit” piece of motion, such as (one specific instance of) “Idle”, “Walk” or “Run”. More info
    See in Glossary
  • AvatarsAn interface for retargeting animation from one rig to another. More info
    See in Glossary
  • Avatar MasksA specification for which body parts to include or exclude for an animation rig. Used in Animation Layers and in the importer. More info
    See in Glossary

Asset Issues view

The Assets Issues view reports asset-related issues. For each issue, this view also provides an explanation of the problem and a recommended course of action to resolve the issue.

Project Auditor window with the Assets Issues view open
Project Auditor window with the Assets Issues view open

Table

The table of issues has the following columns. Use the table controls to configure how to organize and display the data.

Property Description
Issue Summary of the issue. Right-click on the issue to open its relevant code file, or open the documentation where possible.
Severity An estimate of the severity of the issue. Severity can be Major, Moderate, Minor, or Ignored.
Areas The area of performance that this issue affects. Area can be Build Size, Memory, Quality, CPU, or GPU performance.
Path The full path and file name of the asset in which the issue was found. Double-click on any issue to select the corresponding asset in the Project windowA window that shows the contents of your Assets folder (Project tab) More info
See in Glossary
to view it in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary
.
Descriptor Categorizes the issue with this code.
Ignored Displays True if the issue is ignored. To ignore an issue, choose it in the list and then select Ignore Issue in the Details panel to the right. To display ignored issues, select Show Ignored Issues in the Filters panel.

Asset Dependencies

For Assets Issues relating to dependency chains, the Asset Dependencies panel at the bottom of the window displays an asset dependency tree. At the root level of the tree is the asset itself. Expanding the tree one level displays all of the assets that reference that asset.

Textures view

Displays all textures in the project’s Assets folder, along with their properties and asset import settings.

The table of issues has the following columns. Use the table controls to configure how to organize and display the data.

Property Description
Name The texture file name.
Shape The TextureImporterShape: Texture2D, TextureCube, Texture2DArray or Texture3D.
Importer Type The TextureImporterType selected in the texture’s Importer settings.
Format The texture formatA file format for handling textures during real-time rendering by 3D graphics hardware, such as a graphics card or mobile device. More info
See in Glossary
of the imported texture asset on the analysis target platform.
CompressionA method of storing data that reduces the amount of storage space it requires. See Texture Compression, Animation Compression, Audio Compression, Build Compression.
See in Glossary
The TextureImporterCompression option for the analysis target platform. By default, this is the value set in the Default tab of the importer, but can be overridden on the Platform tab.
MipMaps Indicates whether the Generate Mip Maps setting is enabled in the import settings.
Readable Indicates whether the Read/Write Enabled setting is enabled in the import settings.
Resolution Resolution of the imported texture asset. This value might be different from the source asset resolution depending on the import settings.
Size File size of the imported texture asset.
Streaming Indicates whether the Streaming Mipmaps setting is enabled in the import settings.
Path The full path to the source asset within the Assets folder.

Sprite Atlases view

Displays all SpriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary
Atlases in the project’s Assets folder.

The table of issues has the following columns. Use the table controls to configure how to organize and display the data.

Property Description
Name The sprite atlasA utility that packs several sprite textures tightly together within a single texture known as an atlas. More info
See in Glossary
file name.
Empty Space The percentage of the atlas which is empty pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary
.
Resolution Main texture resolution.
Sprites Number of sprites.
In Build Indicates if the atlas is included in the build
Readable Indicates if the atlas is read/write.
MipMaps Indicates if the Texture MipMaps setting is enabled.
Padding Number of pexels of padding.
Path File path of the sprite atlas.

Meshes view

Displays all meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary
assets in the project’s Assets folder, along with their properties and asset import settings.

The table of issues has the following columns. Use the table controls to configure how to organize and display the data.

Property Description
Name The file name of the source FBX file containing this mesh. Note that FBX files can contain multiple meshes, so a single FBX file can be responsible for multiple rows in the table. To group meshes by FBX, select Show Hierarchy and choose Group By: Path from the drop-down.
Vertex Count The number of vertices in the mesh.
Triangle Count The number of triangles in the mesh.
Compression The ModelImporterMeshCompression option selected in the mesh import settings.
Size File size of the imported mesh asset.
Path The full path to the source asset within the Assets folder.

Audio Clips view

Displays all AudioClip assets in the project’s Assets folder, along with their properties and asset import settings.

The table of issues has the following columns. Use the table controls to configure how to organize and display the data.

Property Description
Name The AudioClip file name.
Format The file format of the source audio file.
Length The duration of the AudioClip, in the format minutes:seconds.milliseconds.
Source File Size The source asset file size.
Imported File Size The imported AudioClip asset file size.
Runtime Size (Estimate) An estimate of the runtime memory footprint of one instance of this AudioClip, if it is playing. Includes estimated sizes of buffers for decompression and streaming, if the AudioClip requires them.
Compression Ratio Compression ratio, calculated from the Source File Size and Imported File Size.
Compression Format The compression format of the imported AudioClip asset.
Sample Rate The imported AudioClip’s sample rate, in hertz (Hz) or kilohertz (kHz).
Force To Mono Whether the Force To Mono setting is enabled in the import settings.
Load In Background Whether the Load In Background setting is enabled in the import settings.
Preload Audio Data Whether the Preload Audio Data setting is enabled in the import settings.
Load Type The AudioClipLoadType selected in the import settings: DecompressOnLoad, CompressedInMemory or Streaming.
Path The full path to the source asset within the Assets folder.

Animator Controllers view

Displays all Animator Controller assets in the project’s Assets folder, along with their properties and asset import settings.

The table of issues has the following columns. Use the table controls to configure how to organize and display the data.

Property Description
Name The Animator Controller asset file name.
Layers The number of layers the Animator Controller contains.
Params The number of parameters the Animator Controller contains.
Clips The number of Animation Clips referenced in the Animator Controller.
Size File size of the Animator Controller asset.
Path The full path to the asset within the Assets folder.

Animation Clips view

Displays all animation clip assets in the project’s Assets folder, along with their properties and asset import settings.

The table of issues has the following columns. Use the table controls to configure how to organize and display the data.

Property Description
Name The Animation Clip file name.
Empty Displays a tick if the animation contains no curves and no events.
Events The number of events in the Animation Clip.
Frame Rate The frame rate used in the animation program used to create the animation.
Length Animation length, in seconds.
Wrap Mode The Animation Clip’s Wrap Mode.
Looping Displays a tick if the animation loops.
Generic Root TransformThe Transform at the top of a hierarchy of Transforms. In a Prefab, the Root Transform is the topmost Transform in the Prefab. In an animated humanoid character, the Root Transform is a projection on the Y plane of the Body Transform and is computed at run time. At every frame, a change in the Root Transform is computed, and then this is applied to the GameObject to make it move. More info
See in Glossary
Displays a tick if the animation includes animation of the root transform.
Motion Curves Displays a tick if the animation has root motionMotion of character’s root node, whether it’s controlled by the animation itself or externally. More info
See in Glossary
curves.
Motion Float Curves Displays a tick if the animation has editor curves for its root motion.
Root Curves Displays a tick if the animation has root curves.
Human Motion Displays a tick if the animation contains curves that drive a humanoid rig.
Legacy Displays a tick if the animation clip is used with a Legacy Animation component.
Size File size of the imported Animation Clip asset.
Path The full path to the source asset within the Assets folder.

Avatars view

Displays all Avatar assets in the project’s Assets folder, along with their properties and asset import settings.

The table of issues has the following columns. Use the table controls to configure how to organize and display the data.

Property Description
Name The Avatar asset file name.
Valid Displays a tick if the Avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar.
Human Displays a tick if the Avatar is a valid human avatar.
Human Bones If the Avatar is human, displays the number of mappings between Mecanim bones names and bone names in the rig.
Skeleton Bones If the Avatar is human, displays the number of bone Transforms in the model.
Upper Arm Twist If the Avatar is human, displays how much rotation is applied to the shoulder and elbow. A twist of 0 applies entirely to the shoulder, 1 applies entirely to the elbow.
Lower Arm Twist If the Avatar is human, displays how much rotation is applied to the wrist and elbow. A twist of 0 applies entirely to the elbow, 1 applies entirely to the wrist.
Upper Leg Twist If the Avatar is human, displays how much rotation is applied to the thigh and knee. A twist of 0 applies entirely to the this, 1 applies entirely to the knee.
Lower Leg Twist If the Avatar is human, displays how much rotation is applied to the knee and ankle. A twist of 0 applies entirely to the knee, 1 applies entirely to the ankle.
Arm Stretch If the Avatar is human, displays the amount by which arms are allowed to stretch to reach targets when using Inverse KinematicsThe geometry that describes the position and orientation of a character’s joints and bodies. Used by inverse kinematics to control character movement.
See in Glossary
(IK).
Leg Stretch If the Avatar is human, displays the amount by which legs are allowed to stretch to reach targets when using Inverse Kinematics (IK).
Feet Spacing If the Avatar is human, displays the minimum distance between the avatar’s feet during IK movement.
Translation DoF displays a tick if the Avatar is human and has a translation Degree of Freedom (DoF) on its Spine, Chest, Neck, Shoulder or Upper Leg bones.
Size File size of the imported Avatar asset.
Path The full path to the source asset within the Assets folder.

Avatar Masks view

Displays all Avatar Mask assets in the project’s Assets folder, along with their properties and asset import settings.

The table of issues has the following columns. Use the table controls to configure how to organize and display the data.

Property Description
Name The Avatar Mask file name.
Transforms The number of transforms in the Avatar Mask.
Size An estimate of the runtime memory footprint of one instance of this Avatar Mask.
Path The full path to the source asset within the Assets folder.

Additional resources

Code view reference
Shaders view reference