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Unity Engine


Assets view reference

Displays issues related to the assets in your project.
Read time 9 minutesLast updated 13 days ago

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

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

Table

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

Property

Description

IssueSummary of the issue. Right-click on the issue to open its relevant code file, or open the documentation where possible.
SeverityAn estimate of the severity of the issue. Severity can be Major, Moderate, Minor, or Ignored.
AreasThe area of performance that this issue affects. Area can be Build Size, Memory, Quality, CPU, or GPU performance.
PathThe 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 window to view it in the Inspector.
DescriptorCategorizes the issue with this code.
IgnoredDisplays 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

NameThe texture file name.
ShapeThe
TextureImporterShape
: Texture2D, TextureCube, Texture2DArray or Texture3D.
Importer TypeThe
TextureImporterType
selected in the texture's Importer settings.
FormatThe texture format of the imported texture asset on the analysis target platform.
CompressionThe
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.
MipMapsIndicates whether the Generate Mip Maps setting is enabled in the import settings.
ReadableIndicates whether the Read/Write Enabled setting is enabled in the import settings.
ResolutionResolution of the imported texture asset. This value might be different from the source asset resolution depending on the import settings.
SizeFile size of the imported texture asset.
StreamingIndicates whether the Streaming Mipmaps setting is enabled in the import settings.
PathThe full path to the source asset within the Assets folder.

Sprite Atlases view

Displays all Sprite 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

NameThe sprite atlas file name.
Empty SpaceThe percentage of the atlas which is empty pixels.
ResolutionMain texture resolution.
SpritesNumber of sprites.
In BuildIndicates if the atlas is included in the build
ReadableIndicates if the atlas is read/write.
MipMapsIndicates if the Texture MipMaps setting is enabled.
PaddingNumber of pexels of padding.
PathFile path of the sprite atlas.

Meshes view

Displays all mesh 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

NameThe 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 CountThe number of vertices in the mesh.
Triangle CountThe number of triangles in the mesh.
CompressionThe
ModelImporterMeshCompression
option selected in the mesh import settings.
SizeFile size of the imported mesh asset.
PathThe 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

NameThe AudioClip file name.
FormatThe file format of the source audio file.
LengthThe duration of the AudioClip, in the format
minutes:seconds.milliseconds
.
Source File SizeThe source asset file size.
Imported File SizeThe 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 RatioCompression ratio, calculated from the Source File Size and Imported File Size.
Compression FormatThe compression format of the imported AudioClip asset.
Sample RateThe imported AudioClip's sample rate, in hertz (Hz) or kilohertz (kHz).
Force To MonoWhether the Force To Mono setting is enabled in the import settings.
Load In BackgroundWhether the Load In Background setting is enabled in the import settings.
Preload Audio DataWhether the Preload Audio Data setting is enabled in the import settings.
Load TypeThe
AudioClipLoadType
selected in the import settings: DecompressOnLoad, CompressedInMemory or Streaming.
PathThe 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

NameThe Animator Controller asset file name.
LayersThe number of layers the Animator Controller contains.
ParamsThe number of parameters the Animator Controller contains.
ClipsThe number of Animation Clips referenced in the Animator Controller.
SizeFile size of the Animator Controller asset.
PathThe 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

NameThe Animation Clip file name.
EmptyDisplays a tick if the animation contains no curves and no events.
EventsThe number of events in the Animation Clip.
Frame RateThe frame rate used in the animation program used to create the animation.
LengthAnimation length, in seconds.
Wrap ModeThe Animation Clip's Wrap Mode.
LoopingDisplays a tick if the animation loops.
Generic Root TransformDisplays a tick if the animation includes animation of the root transform.
Motion CurvesDisplays a tick if the animation has root motion curves.
Motion Float CurvesDisplays a tick if the animation has editor curves for its root motion.
Root CurvesDisplays a tick if the animation has root curves.
Human MotionDisplays a tick if the animation contains curves that drive a humanoid rig.
LegacyDisplays a tick if the animation clip is used with a Legacy Animation component.
SizeFile size of the imported Animation Clip asset.
PathThe 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

NameThe Avatar asset file name.
ValidDisplays a tick if the Avatar is a valid mecanim avatar. It can be a generic avatar or a human avatar.
HumanDisplays a tick if the Avatar is a valid human avatar.
Human BonesIf the Avatar is human, displays the number of mappings between Mecanim bones names and bone names in the rig.
Skeleton BonesIf the Avatar is human, displays the number of bone Transforms in the model.
Upper Arm TwistIf 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 TwistIf 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 TwistIf 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 TwistIf 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 StretchIf the Avatar is human, displays the amount by which arms are allowed to stretch to reach targets when using Inverse Kinematics (IK).
Leg StretchIf the Avatar is human, displays the amount by which legs are allowed to stretch to reach targets when using Inverse Kinematics (IK).
Feet SpacingIf the Avatar is human, displays the minimum distance between the avatar's feet during IK movement.
Translation DoFdisplays 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.
SizeFile size of the imported Avatar asset.
PathThe 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

NameThe Avatar Mask file name.
TransformsThe number of transforms in the Avatar Mask.
SizeAn estimate of the runtime memory footprint of one instance of this Avatar Mask.
PathThe full path to the source asset within the Assets folder.

Additional resources