Asset Production Status View on Asset Store (opens in new tab)

Package details

Latest version
1.0.0
Last updated
First released
Unity version
2022.3.62 or later
Package size
258 KB
Files
21
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6

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$16.65 on

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Asset Production Status

by LogicVector (opens in new tab)

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Track each asset's production state — Test, WIP, Final — right inside Unity, with color in the Project browser and on prefabs placed in your scenes.

Price $23.79

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Price history

Last 6 months

USD
Price history for Asset Production Status, 6 months Current $23.79; lowest $16.65; highest $23.79 in this period. $0 $12.5 $25 14 Sep 28 Sep 12 Oct 26 Oct 9 Nov

Asset preview

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Asset Production Status screenshot 1

Asset Production Status screenshot 1

About this asset

Production Status turns your Unity project into a workflow board. Tag any asset — prefab, material, texture, shader, script, model — with a state like Test, WIP, Review, Final, or Deprecated, and see it as color in the Project browser and on prefabs placed in your scenes. No more guessing which parts of a build are finished, or shipping a scene that still has placeholder art in it.

It is editor-only. Nothing compiles into your build, and no components are added to your objects.

What you get

  • Tag assets fast — right-click in the Project browser, or use the dropdown in the Inspector header. Multi-select works, and every change is undoable.
  • See status everywhere — tagged assets are washed in their status color in the Project browser; prefabs placed in scenes show a viewport tint (Scene and Game view, including Play mode) and a colored dot in the Hierarchy.
  • Dependency awareness — each asset answers for the assets it directly references. A material tells you when its shader is flagged; a prefab tells you when its materials are. Flagged dependencies show a warning corner in the Project browser.
  • Dashboard — a dockable window listing every tagged asset grouped by status. Click to ping, select all, export JSON.
  • Unity Search integration — hit Ctrl/Cmd+K and type pstatus:WIP to pull up everything still in progress.
  • Scene view overlay — toggle the tint, tune its intensity, filter to a single status, dim or hide the rest, and read the legend without leaving the viewport.

Stop unfinished work from shipping

Every status carries an On Play / Build severity. Set Deprecated to Critical and Unity will refuse to enter Play mode with a deprecated prefab in the scene, and fail the build outright. Warnings log instead of blocking. You can also validate on demand — open scenes or all build scenes — and export the report as JSON for CI. The build scan reads scene dependencies without loading scenes, so it stays fast on large projects.

Fully customizable, genre-agnostic

The five default statuses are only a starting point. Add, delete, rename, recolor, reorder, and describe your own — assignments track statuses by hidden ID, so renaming or recoloring propagates to every tagged asset instantly. The status table lives in a single ScriptableObject you commit to version control, so your whole team shares the same vocabulary. Nothing here assumes a genre or art style: it is a process layer over files, equally at home in a 2D mobile game, an archviz scene, or a large 3D production.

For co-development, tagging and status editing can optionally be restricted to a list of elevated users by Unity account email.

Requirements and compatibility

  • Unity 2022.3 LTS through Unity 6 (tested on 6000.5). Version-guarded for Unity 6 API renames — the same source compiles cleanly on both.
  • Viewport tint supports Built-in and URP (dedicated URP shader variant). Under HDRP the tint is best-effort; everything else — Project browser, Hierarchy dots, guard, Dashboard, Search — is pipeline-agnostic.
  • No third-party dependencies, no network access, no telemetry, no data collection.
  • Full C# source included. Drop-in: import, and a config asset is created on first use. No setup required.

From the publisher's Asset Store listing.

Technical details

Features

  • Editor-only asset workflow tracking — tag any asset (prefab, material, texture, shader, script, model) with a customizable production status.
  • Fully customizable status table: add, delete, rename, recolor, reorder, and describe your own statuses. Stored in a single ScriptableObject for version control.
  • Project browser visualization — status color wash on rows and icons, plus a corner marker when a direct dependency is flagged.
  • Scene and Game view tint on prefabs placed in scenes, including Play mode. Non-destructive: no material, mesh, or asset is modified.
  • Hierarchy status dots on placed prefab rows.
  • Direct-dependency tracking (one level) — a material reports its shader, a prefab reports its materials.
  • Play and build guard — per-status severity (None / Warning / Error / Critical) that logs, blocks entering Play mode, or fails the build.
  • On-demand validation of open scenes or all build scenes, with JSON export. Build scan reads scene dependencies without loading scenes.
  • Dashboard window — tagged assets grouped by status, click to ping, select all, export JSON.
  • Unity Search provider with a pstatus: filter and a Production Status category in the area picker.
  • Scene view overlay — tint toggle, intensity slider, per-status filter, dim/hide others, legend.
  • Optional elevated-user gating by Unity account email for who may tag assets and edit statuses (advisory, not a security boundary — enforce in version control).
  • Assignments keyed by AssetDatabase GUID, so an asset keeps its status when moved or renamed.
  • 13 C# scripts and 1 shader, full source included. Isolated in an editor-only assembly definition (ProductionStatus.Editor), so nothing is compiled into your build and no components are added to your objects.
  • No third-party dependencies, no network access, no telemetry, no data collection.

Supported OS

  • Editor: Windows, macOS, and Linux — anywhere the Unity Editor runs.
  • Unity 2022.3 LTS through Unity 6 (tested on 6000.5.4f1). Unity 6 editor API renames are version-guarded, so the same source compiles cleanly on both.
  • Render pipelines: Built-in and URP (ships a dedicated URP shader variant for the viewport tint). Under HDRP the tint is best-effort; all other features are pipeline-agnostic.
  • Target platforms: not applicable — the tool is editor-only and has no runtime component, so it does not affect any build target.

Link to documentation

  • Included in the package: README.md (user guide), DOCUMENTATION.md (architecture, limitations, licensing), plus PDF versions of both.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP
2022.3.62f3 Compatible Compatible Not listed

As listed on the Asset Store.