Universal Asset Preview Studio - Thumbnails, Catalogs & Asset QA OFFICIAL SALE

Browse, preview, validate, compare and document the assets in your Unity project from one dockable Editor window.


Demo Showcase | View Online Documentation


Preparing 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 get


A project-wide asset browser

Browse 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 comparisons

Available browser modes include:

• Grid

• List

• Compare

• Presentation

• Export

• Dependency graph

• Validation

• Audit

Views 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 previews

Inspect 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 light

Built-in preview targets include:

• Prefabs

• Meshes

• Materials

• Textures

• Sprites

• Audio

• Animations

• Particle systems

• UI prefabs

• Graph-style assets

Provider-backed custom asset types can be added through the included SDK.


Thumbnail generation and Project window previews

Generate 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 limits

The goal is repeatable framing and presentation without allowing the cache to grow without control.


Catalogs, contact sheets and reports

Export 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 reports

Structured report formats include:

• JSON

• CSV

• Markdown

• HTML

Media 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 rendered

Every listed report format produces a normal file you can open and inspect.


Custom validation profiles

Create 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 automation

This turns release readiness into a checkable policy rather than a checklist that depends on somebody remembering every step.


Asset comparison

Compare up to four assets side by side.

Comparison output can be exported as:

• A Markdown comparison report

• A PNG visual comparison sheet

Pinned comparisons make it possible to return to the same review set later.


Dependency graph and reference inspection

Inspect incoming and outgoing asset references through a visual dependency graph.

Dependency output can be exported as:

• Markdown

• DOT

• SVG

This 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 audits

Included audit workflows cover:

• Package audit

• Release-readiness audit

• Clean-import audit

• Addressables audit

The 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 teams

Team-oriented workflow features include:

• Favorites

• Tags

• Collections

• Saved searches

• Recent assets

• Pinned comparisons

• Review assignments

• A team workspace asset designed to remain source-control friendly

This allows browser organization and review state to be shared without depending on a hosted service.


Batchmode and CI automation

Batchmode 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 output

Because the automated and interactive paths use the same workflow, a catalog generated in CI can use the same settings as one generated manually.


Extensibility SDK

Extension points are included for:

• Custom preview providers

• Custom metadata

• Custom validation rules

• Custom export actions

• Preview overlays

• Preview controls

• Asset classifiers

This allows project-specific asset formats and rules to participate in the same browser, preview, validation and export workflow.


Evidence you can check yourself


The 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 tests

There 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 examples

The 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 signals

These provide real content for the preview and validation paths to inspect.


Known limitations

Stated 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.


Requirements

Unity 6000.0 or newer.

Built and uploaded from Unity 6000.0.62f1.


Support

szekipapa77@gmail.com