Universal Asset Preview Studio - Thumbnails, Catalogs & Asset QA
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Browse, preview, validate and export Unity project assets from one Editor window. Generate thumbnails, catalogs, contact sheets, dependency graphs and repeatable batchmode/CI output.Browse, preview, validate, compare and document the assets in your Unity project from one dockable Editor window.Demo Showcase | View Online DocumentationPreparing a project or asset package for release often means opening hundreds of prefabs, rebuilding the same camera and lighting setup for another screenshot set, checking whether anything still references a deleted material, and manually assembling a catalog someone else can understand.Universal Asset Preview Studio turns that repetitive work into one consistent Unity Editor workflow.Search the whole project, inspect assets through configurable live previews, generate thumbnails, validate content against profiles you define, compare assets side by side, inspect dependencies, run release audits, and export catalogs and reports with the same settings every time.The same workflows are available through batchmode entry points, so output generated by your CI pipeline can match the output generated manually in the Editor.Editor-only with zero build footprint. Universal Asset Preview Studio is built on Unity's own preview and asset-database APIs, ships as full C# source, and adds nothing to your player build.Genre-agnostic and customizable. It is suitable for game projects, asset packages, content libraries and internal production repositories. Preview settings, filters, validation thresholds, export settings and extension providers can all be configured for your workflow.Try it before you buy it.The interactive WebGL showcase walks through the real workflow: project browsing and filtering, live preview controls, thumbnail and contact-sheet output, validation profiles, comparison views and dependency graphs.What you getA project-wide asset browserBrowse and organize the assets in your project with:• Text search• Asset-type filters• Status filters• Advanced query filters• Favorites• Collections• Tags• Saved searches• Recent assets• Pinned comparisonsAvailable browser modes include:• Grid• List• Compare• Presentation• Export• Dependency graph• Validation• AuditViews are virtualized and include a low-memory browsing path, allowing large projects to be inspected without eagerly loading every visible result at once.Live asset previewsInspect assets through a configurable preview instead of relying on a fixed Project window thumbnail.Available live controls include:• Yaw• Pitch• Field of view• Padding• Render mode• Environment• Animation or playback scrub• Transparency• Background color• Key light• Fill lightBuilt-in preview targets include:• Prefabs• Meshes• Materials• Textures• Sprites• Audio• Animations• Particle systems• UI prefabs• Graph-style assetsProvider-backed custom asset types can be added through the included SDK.Thumbnail generation and Project window previewsGenerate consistent thumbnails for a selected group of assets or for the entire visible browser result.Cached thumbnails can also be displayed as overlays in Unity's Project window.The thumbnail cache includes:• Cache metadata• Invalid-entry cleanup• Corrupt-entry tracking• Configurable cache-budget actions• Low-memory cache limitsThe goal is repeatable framing and presentation without allowing the cache to grow without control.Catalogs, contact sheets and reportsExport content documentation from the Editor or through batchmode.Available output includes:• Contact sheets• Documentation catalogs with optional thumbnails• Comparison sheets• Dependency reports• Validation reports• Audit reportsStructured report formats include:• JSON• CSV• Markdown• HTMLMedia export includes:• Bounded PNG frame sequences with a manifest• Native GIF output• Optional WebP output through an external encoder• Optional MP4 output through an external encoder• Turntable contact sheets for assets that can be renderedEvery listed report format produces a normal file you can open and inspect.Custom validation profilesCreate a repeatable definition of what “ready” means for your project or package.The package includes built-in profiles for common target workflows, plus a profile editor where you can:• Configure validation thresholds• Save profiles as reusable assets• Apply the same rules across a team• Run the same checks manually or through automationThis turns release readiness into a checkable policy rather than a checklist that depends on somebody remembering every step.Asset comparisonCompare up to four assets side by side.Comparison output can be exported as:• A Markdown comparison report• A PNG visual comparison sheetPinned comparisons make it possible to return to the same review set later.Dependency graph and reference inspectionInspect incoming and outgoing asset references through a visual dependency graph.Dependency output can be exported as:• Markdown• DOT• SVGThis is useful when checking what an asset depends on, what depends on it, and whether a reference you expected to remove still exists in Unity's asset database.Package and release auditsIncluded audit workflows cover:• Package audit• Release-readiness audit• Clean-import audit• Addressables auditThe Addressables audit is optional and is only relevant when Unity's Addressables package is installed. The rest of Universal Asset Preview Studio does not require Addressables.Built for teamsTeam-oriented workflow features include:• Favorites• Tags• Collections• Saved searches• Recent assets• Pinned comparisons• Review assignments• A team workspace asset designed to remain source-control friendlyThis allows browser organization and review state to be shared without depending on a hosted service.Batchmode and CI automationBatchmode command-line entry points expose the same core workflows used by the Editor interface.Automated pipelines can generate:• Contact sheets• Catalogs• Reports• Validation results• Audit outputBecause the automated and interactive paths use the same workflow, a catalog generated in CI can use the same settings as one generated manually.Extensibility SDKExtension points are included for:• Custom preview providers• Custom metadata• Custom validation rules• Custom export actions• Preview overlays• Preview controls• Asset classifiersThis allows project-specific asset formats and rules to participate in the same browser, preview, validation and export workflow.Evidence you can check yourselfThe demo shows the workflow rather than a prerecorded video.Every module in the WebGL showcase demonstrates the structure of output produced by the tool, including filtered asset results, preview controls, thumbnail and contact-sheet layouts, validation results, comparison sheets and dependency output.Because the studio itself is an Editor tool, the WebGL showcase does not invoke Unity Editor APIs. It demonstrates the workflow and output in a browser-safe form.Full C# source is included.The package contains 84 .cs files across six assembly definitions:• Runtime• Editor• Demo• Demo Editor• EditMode tests• PlayMode testsThere are no managed DLLs, obfuscated code blobs or native plugins hiding the implementation.The included tests run through Unity's Test Runner and can also be executed headlessly with -runTests.Every export is inspectable.Export formats include JSON, CSV, Markdown, HTML, PNG, GIF, DOT and SVG. Reports are normal files rather than data locked inside a proprietary viewer.Twelve scenes are included.The scenes cover:• The interactive showcase• The sample fixture library• Focused workflow examplesThe fixture set deliberately includes less convenient cases such as:• High-poly meshes• UV and submesh test meshes• Alpha and cutout textures• An audio-loop candidate• Shader Graph signals• VFX Graph signalsThese provide real content for the preview and validation paths to inspect.Known limitationsStated up front, because discovering them after purchase is worse.• It is an Editor tool. The studio, browser, exporters, validators and audits are Editor-only and add nothing to your player build. The WebGL showcase demonstrates the workflow and output formats but cannot invoke Editor APIs inside a browser.• Preview fidelity ultimately follows Unity. Universal Asset Preview Studio uses Unity's own preview and asset-database APIs. Asset types Unity previews poorly can also preview poorly here. An unusual custom shader may require project-side tuning or a custom SDK provider before it stages as expected.• WebP and MP4 require an external encoder. PNG frame sequences with manifests and GIF output are native. WebP and MP4 export routes through an encoder that you supply and configure.• The Addressables audit requires Addressables. That audit is only meaningful in a project where Unity's Addressables package is installed. All other workflows remain available without it.• The dependency graph reflects Unity's recorded asset references. It traverses incoming and outgoing references stored in the asset database. References resolved dynamically at runtime through names, string paths, Resources.Load or custom lookup systems are not visible to it.• It does not art-direct your marketing. Consistent framing, lighting and output are the purpose of the preview and export workflow. Choosing the composition that best presents a particular asset remains your decision.• It does not guarantee Asset Store approval. The audits and validation profiles help make release checks repeatable, but they do not replace Unity's review process.• No cloud service is included. Nothing renders remotely and nothing leaves your machine. There is no hosted rendering tier, account, API key or subscription.RequirementsUnity 6000.0 or newer.Built and uploaded from Unity 6000.0.62f1.Supportszekipapa77@gmail.comCore• Dockable Unity Editor studio window• Assemblies: UniversalAssetPreviewStudio.Runtime, .Editor, .Demo, .Demo.Editor, plus EditMode and PlayMode test assemblies• 190 asset entries• 84 C# source files• 6 assembly definitions• 12 scenes• Editor-only tooling; nothing is added to the player build• Full C# source• No managed DLLs• No native pluginsAsset browser• Project-wide asset browsing• Text search• Asset-type filters• Status filters• Advanced query filters• Favorites• Collections• Tags• Saved searches• Recent assets• Pinned comparisons• Grid mode• List mode• Compare mode• Presentation mode• Export mode• Dependency-graph mode• Validation mode• Audit mode• Virtualized browser views• Low-memory browsing path for large projectsLive preview• Adjustable yaw• Adjustable pitch• Adjustable field of view• Adjustable framing padding• Configurable render mode• Configurable environment• Playback and animation scrubbing• Transparency control• Background-color control• Key-light control• Fill-light control• Built on Unity's preview and asset-database APIs• Built-in support for prefabs• Built-in support for meshes• Built-in support for materials• Built-in support for textures• Built-in support for sprites• Built-in support for audio• Built-in support for animations• Built-in support for particle systems• Built-in support for UI prefabs• Built-in support for graph-style assets• Provider-backed custom asset types through the SDKThumbnails and caching• Thumbnail export for selected assets• Thumbnail export for the entire visible browser result• Cached-thumbnail overlay in the Project window• Cache metadata• Invalid-entry cleanup• Corrupt-entry tracking• Cache-budget action• Low-memory cache limitsCatalog and report export• Contact-sheet export from the Editor• Contact-sheet export from batchmode• Documentation-catalog export• Optional thumbnails in documentation catalogs• JSON reports• CSV reports• Markdown reports• HTML reports• Bounded PNG frame-sequence export• PNG sequence manifest• Native GIF export• Optional external-encoder support for WebP• Optional external-encoder support for MP4• Turntable contact sheets for renderable assetsValidation• Built-in validation profiles for common workflows• Profile editor• Configurable validation thresholds• Profiles saved as reusable assets• Shared validation rules for teams and automationPackage and release audit• Package audit• Release-readiness audit• Clean-import audit• Addressables audit• Addressables audit available when the Addressables package is installedComparison• Side-by-side comparison of up to four assets• Pinned comparisons• Markdown comparison reports• PNG visual comparison sheetsDependencies and references• Incoming-reference traversal• Outgoing-reference traversal• Visual dependency graph• Dependency export to Markdown• Dependency export to DOT• Dependency export to SVG• Graph reflects references recorded by Unity's asset databaseTeam workflow• Source-control-friendly team workspace asset• Review assignments• Shared tags• Shared collections• Shared saved searches• Shared comparison workflowAutomation• Batchmode command-line entry points• Editor and automated workflows use the same core paths• Suitable for CI-generated catalogs, contact sheets, validation output and audit reports• Tests runnable headlessly through -runTestsExtensibility SDK• Custom preview providers• Custom metadata providers• Custom validation rules• Custom export actions• Custom overlays• Custom preview controls• Custom asset classifiersDemo and samples• WebGL-safe interactive showcase scene• Browser and filtering demonstration• Live-preview-control demonstration• Thumbnail-output demonstration• Contact-sheet demonstration• Validation-profile demonstration• Comparison demonstration• Dependency-graph demonstration• Sample fixture library• Custom-provider samples• Basic preview-batch sample workflow• Catalog sample workflow• Fixture-library workflow• Validation-checklist workflow• Twelve scenes in totalTesting• EditMode test assembly• PlayMode test assembly• Tests runnable in Unity Test Runner• Tests runnable headlessly with -runTestsEngineering• Full C# source• No third-party content• No third-party runtime dependencies• No managed DLLs• No native plugins• No runtime network calls• No hosted service• No account required• No API key• No subscription• Editor-only implementation with no player-build footprint• Unity 6000.0 or newer• Built and uploaded from Unity 6000.0.62f1• Single searchable HTML manual included inside the packageThis package was built with AI-assisted development tools. Primarily Claude Code for the C# implementation, with a smaller amount of assistance from GPT-based models via Codex. All generated code was reviewed, edited and integrated by hand rather than shipped as produced.No AI image generation was used for any screenshot store image. Every screenshot is a direct capture of this package's own demo scene running in UnityThe written documentation and store copy were drafted with AI assistance and edited by hand.

