Find every badly named asset in your project and fix it in one click, without breaking a single prefab, scene, or script reference.Editor-only and render pipeline independent: it behaves identically on Built-in, URP, HDRP and custom SRPs. The package ships no materials, shaders or shader graphs, and its assembly definition references no render pipeline assembly. It works on file names and asset paths only, and adds nothing to a player build.Six months in, every project has three spellings of the same thing. player_run.png, PlayerIdle.PNG, Player Attack 02.png. Searching takes three tries. A new hire spends their first week asking where things go. The same texture ships twice under two names.None of it is hard to fix. It is just that nobody has a list of what is broken, and renaming a hundred files by hand is a good way to break a hundred references.Asset Naming Manager gives you that list, then fixes it.It scans your project and tells you exactly which file breaks which rule, and what the name should be. You tick the rows you trust, preview every change before it happens, and apply. Renames and moves go through Unity's asset database, so GUIDs survive — every prefab, scene, and script keeps pointing at the right thing.Changed your mind? Every batch is written to a journal. One click in the History tab puts all of it back, which normal Unity undo cannot do for file renames.Your convention lives in a ScriptableObject you commit to version control. It stops being something one person remembers and becomes something the project enforces — the same rules for everyone who pulls.Start small. Run a scan, look at the count. If it says 400, narrow the rules to the folders where new work happens and tighten later. A report with 400 red rows gets the tool switched off by Friday. A report with 12 rows gets fixed.Editor-only, with full C# source. No dependencies, no DLLs, no account, no network calls, and nothing added to your build.FeaturesProject-wide scan, or just the assets you select in the Project windowChecks prefix, suffix, casing convention, illegal characters, ASCII-only, duplicate names, loose assets in the Assets root, redundant tokens (copy, final, old), empty folders, folder naming, number padding, and path lengthReference-safe fixes through AssetDatabase.MoveAsset — GUIDs are preservedRevertable: every fix batch is journaled and can be undone in one clickFive presets: Unity Standard, Unreal Style, Mobile 2D, Minimal, Strict StudioRules live in a ScriptableObject you commit, so the whole team shares one conventionDashboard with a 0–100 health score, severity breakdown, and worst-offending rulesColoured dot overlay on offending assets in the Project windowRight-click entries under Assets ▸ Asset Naming Manager for Check Selected and Fix SelectedEdit ▸ Project Settings ▸ Asset Naming Manager for the active rule set and togglesOptional import hook that warns the moment a badly named asset is importedCI entry point via -executeMethod, with HTML, JSON, CSV, and Markdown reports and a configurable failure gateEditor-only assembly. No dependencies, no DLLs, no network calls. Full C# source included.Supported OSWindows, macOS, and Linux. The tool is pure editor C# with no platform-specific code.DocumentationIncluded in the package under Documentation/ — README, QuickStart, RuleCookbook, CI-Integration, and CHANGELOG.Code. The C# editor scripts were written with Anthropic's Claude acting as a coding assistant, working from a specification and design decisions I defined — feature scope, the safety model for renames, the rule schema, and the product behaviour. I directed the work, reviewed the output, and made the final call on what shipped.Documentation. The included README, QuickStart, RuleCookbook, CI-Integration guide, and changelog were drafted with the same assistance and checked against the actual behaviour of the code.Testing. Verification was automated with AI assistance. The package is compiled against every installed Unity version, then exported and imported into a brand-new empty project where a scripted test runs the full scan, fix, journal, and revert workflow and asserts each step. Results come from executing the tool, not from inspection.No AI-generated media is included. The package contains no AI-generated art, audio, 3D models, or textures. The only images are six 8×8 solid-colour PNGs, produced by a short script as deliberately misnamed sample files for the demo folder, plus one 64×64 editor icon.No third-party content. No external code, libraries, DLLs, or assets are bundled. The package has no dependencies and makes no network calls.


