The pre-ship checkup for your Unity project — 20 automated checks, safe one-click fixes.Press one button. Project Doctor scans your entire project and tells you what's wrong — in plain English.Every Unity project accumulates the same kinds of rot over time: missing references nobody noticed, duplicate textures nobody deduplicated, prefabs nobody deleted, import settings nobody double-checked. Individually these are minor. Across a few thousand assets, they add up to bloated builds, avoidable hitches, and bugs that only show up in production.Project Doctor runs 20 targeted checks across your project and reports every issue it finds with a severity rating (Critical / Warning / Info), a plain-English explanation of why it matters, and — where it's safe to do automatically — a one-click Fix button. Nothing gets touched unless you tell it to.Scan the way you actually ship. By default, Project Doctor scans only what's reachable from your Build Settings scenes plus your Resources folders — the assets that actually end up in your build. Switch to Entire Project mode any time you want a full audit, including unused packages and old prototypes. Scoping to build-included assets keeps scans fast even on large, long-running projects.Built for triage, not just discovery. Results are filtered by severity first — Critical, Warning, Info — because that's how you actually decide what to fix today versus what can wait. Filter further by category if you want to drill into one specific type of problem.Safe by design. Project Doctor never mutates your project on its own. Auto-fixable issues (bad texture import settings, missing mipmaps, wrong compression, and similar) are applied only when you click Fix, or Fix All Safe Issues for a batch pass — and even then, only importer-level and component-level changes that don't delete or restructure anything. Read-only checks (unused prefabs, duplicate textures, unreferenced scripts, and others) give you a Select button so you can review and act with full context in the Unity Editor, not blind auto-deletion.What it checksMissing ReferencesDuplicate TexturesUnused PrefabsResources Folder AssetsScripts Never ReferencedCanvas Rebuild IssuesHuge FontsHuge SpritesRead/Write Enabled (textures)MipMaps WasteSprite Import SettingsAudio Compression SettingsAnimation Curves (oversized)Particle Count (too high)Empty Lifecycle Methods (Update/FixedUpdate with no body)Raycast Target Waste (UI Graphics)Audio Listener Issues (duplicates/missing)Editor Code Leaking Into BuildsUnused MaterialsAlways Included Shaders BloatKey Features (bullet list for the feature section)One-click full project scan across 20 checks covering references, assets, textures, audio, UI, animation, particles, and code hygieneEvery issue includes a plain-English explanation and a severity rating — not just a filenameBuild Included Assets scope by default (fast — scans only what's reachable from your build), with an Entire Project option for full auditsSeverity-first filtering (Critical / Warning / Info) with an optional category refinementOne-click Fix for safe, non-destructive issues; Fix All Safe Issues for batch cleanupSelect-in-Editor for issues that need your judgment rather than an automatic fixEditor-skin-adaptive UI (matches your light or dark Unity theme automatically)Runs entirely inside the Unity Editor — no external services, no network calls, no telemetryNothing is modified unless you explicitly click FixEditor-only tool. Ships as Editor scripts under an Editor/ folder; adds zero runtime overhead and is stripped from player builds automatically by Unity.Deterministic, rule-based analysis. Every check is implemented against Unity's own Editor APIs — AssetDatabase, SerializedObject/SerializedProperty, TextureImporter, AudioImporter, AnimationUtility, PrefabUtility, EditorSceneManager, and GraphicsSettings — plus static C# source analysis for a small number of code-hygiene checks. No black-box scoring.Build-aware scope. "Build Included Assets" mode computes the actual dependency closure from your Build Settings scenes (via recursive AssetDatabase.GetDependencies) plus everything under any Resources/ folder, so the scan reflects what genuinely ships — not everything sitting unused in the project.Performance. On a real production project (~2,800 prefabs, ~4,800 textures, ~98 scenes), Build Included Assets scope reduced the effective scan set to a few hundred assets and completed in under 4 seconds; a full Entire Project scan on the same project takes longer by design, since it's intentionally exhaustive.Non-destructive by default. Scene inspection opens Build Settings scenes additively and read-only, without disturbing scenes you already have open, and closes only the scenes it opened itself. Prefab fixes are applied through PrefabUtility.EditPrefabContentsScope so edits are scoped and safe. No check ever deletes an asset automatically.Portions of this asset's C# editor code were written with the assistance of an AI coding tool (Claude, by Anthropic), used as a development aid alongside manual review, testing, and iteration by the developer. No part of the asset's runtime or editor functionality uses AI or machine learning — every check Project Doctor performs is deterministic, rule-based static analysis against Unity's Editor APIs, with no AI inference, no external API calls, and no generated art, audio, or other content included in the package.




