Sentinel Lite

v1.0.0
FREE EDITION

Project Health & Integrity for Unity — scan your project for the most critical, build-breaking issues and preview unused assets, for free.

★ Unlock the full version →

What's in Lite vs the Full Version

Sentinel Lite is a free, focused slice of the full Sentinel asset. It gives you genuinely useful project scanning out of the box; the full version unlocks the complete toolkit.

Feature Lite FREE Full
Whole-project scan, including closed scenes (YAML)
Critical detectors: Missing Script, Missing Reference, Missing Material
7 extra detectors: Shader Error, Empty UnityEvent, Invalid Layer, Invalid Tag, Unused Component, Empty GameObject, Duplicate Name
Filter, sort, and navigate issues (ping / open / copy path)
One-click & batch auto-fix (remove missing scripts, clear broken refs)
Issue suppression ([SentinelIgnore], right-click, asset-level)
Per-type severity configuration
Garbage finder — detect & preview unused assets + empty folders
Actually delete unused assets (reversible trash + backup ZIP)PREVIEW ONLY
Full deletion preview window + CSV export
References finder — "where is this asset used?"
Trends, 0–100 health score & history chart
Baseline lock (tolerate known issues, block new ones)
Build pre-check (fail the build on errors) & auto-scan on compile
Slack / Discord scan notifications
Headless CLI + JSON / JUnit reports + GitHub Actions template
Custom detector extension API
Ready for the whole toolkit? Unlock auto-fix, the references finder, trends & health, one-click cleanup, CI/CD reporting and custom detectors with the full version of Sentinel.
Get the full version →

Getting Started

Requirements

Installation

After importing from the Asset Store, Sentinel Lite lives at Assets/Sentinel Lite/. Unity will compile the YourStudio.Sentinel.Editor assembly automatically. No setup required.

Opening Sentinel Lite

Go to Window > Sentinel Lite > Open Window or press Ctrl+Shift+Alt+S.

The main window has a toolbar and four tabs: Health, Issues, Unused Assets and Dependencies. The Health and Dependencies tabs are locked previews of full-version features.

Your First Scan

  1. Open the Sentinel Lite window
  2. Click "▶ Scan Full Project" in the toolbar
  3. Wait for the progress bar to finish
  4. Review the results in the Issues tab
Tip: Lite scans the entire project — even scenes that aren't open — for the three most critical, build-breaking issue types. Need the other seven detectors and one-click fixes? See Full-Version Features.

Issues Finder

The Issues tab scans your entire project — including closed scenes (via YAML parsing, without opening them) — and reports problems organized by severity.

Detectors Included in Lite

DetectorSeverityWhat It Finds
Missing ScriptErrorGameObjects with deleted/renamed MonoBehaviour scripts
Missing ReferenceErrorSerialized fields pointing to destroyed/missing assets
Missing MaterialErrorRenderers with null material slots
7 more detectors in the full version: Shader Error, Empty UnityEvent, Invalid Layer, Invalid Tag, Unused Component, Empty GameObject and Duplicate Name — plus per-type severity overrides.
Unlock all detectors →

Columns

ColumnDescription
TypeThe issue detector name (e.g., MissingScript, MissingRef)
Asset PathFull project path to the asset (e.g., Assets/Scenes/Level1.unity)
Object TypeThe Unity asset type (e.g., SceneAsset, GameObject, MonoScript)
MessageHuman-readable description of the issue

Click any column header to sort by that column. Click again to reverse the sort order.

Filtering

The left panel provides filters:

Navigating Issues

Click any row to ping the asset in the Project window. Right-click a row for:

Auto-Fix & Suppression FULL VERSION

In the full version, fixable issues offer a right-click "Fix: …" action (e.g. Remove Missing Script, Clear Reference) with full Undo support, a "Fix All Auto-Fixable" button, and per-issue / per-asset suppression (including the [SentinelIgnore] attribute). These are not available in Lite.

Garbage Finder (Cleaner)

The Cleaner tab finds unreferenced assets — files that are not reachable from any build scene, Resources folder, or other root — and shows you exactly how much space they take up. In Lite this is a read-only preview.

How It Works

Sentinel uses a root-tracing algorithm:

  1. Identifies all root assets that must be kept (build scenes, Resources, StreamingAssets, scripts, Editor folders, Plugins, asset bundles, Addressables)
  2. Recursively traces every dependency from each root using AssetDatabase.GetDependencies
  3. Any asset in your project NOT reached by this trace is flagged as garbage

Using the Garbage Finder

  1. Switch to the Cleaner tab
  2. Click "Find Deletable Assets"
  3. Review the results grouped by folder, with file sizes and total reclaimable space
  4. Click any asset to ping it in the Project window
Lite shows you what's safe to delete. The full version deletes it for you — with a reversible SentinelTrash/ folder, automatic pre-deletion backup ZIPs, a full preview window, Select-All, empty-folder cleanup and CSV export.
Unlock cleanup →
Tip: Make sure scenes/prefabs are saved before scanning — the dependency tracer reads files on disk, not unsaved in-memory state. Also check that the using scene is in your Build Settings.

Full-Version Features

These capabilities live in the full version of Sentinel. In Lite, the Health and Dependencies tabs are present as locked previews so you can see what the full version does.

References Finder

Answers "where is this asset used?" Drop in any asset and get every scene, prefab and asset that references it — with precise component/property locations, and detection inside unopened scenes via YAML.

Trends & Health Score

A 0–100 project health score after each scan, a delta indicator, and a multi-scan history chart of errors, warnings and totals over time.

Baseline

Lock a baseline of "known issues," then report only what's new since then — ideal for CI: tolerate existing tech debt, block new regressions.

Auto-Fix

One-click fixes for missing scripts and broken references, a "Fix All Auto-Fixable" button, and full Undo support.

CI/CD & CLI

Run headless via -executeMethod, emit JSON + JUnit reports, set exit codes by severity, and drop in the ready-to-use GitHub Actions template that ships with the full version. Optional Slack/Discord notifications.

Custom Detectors

Write your own detectors to enforce project-specific rules, automatically discovered and run alongside the built-in checks. Available in the full version of Sentinel.

Everything above is included in the full version of Sentinel.
★ Get Sentinel (Full) →

Settings

Go to Edit > Project Settings > Sentinel Lite to configure.

Scan Scope

You can also right-click a folder in the Project window and choose Sentinel Lite > Exclude Folder from Scans.

Scan Options

OptionDefaultDescription
Scan Open ScenesOnInclude currently open scenes in the scan
Scan Closed ScenesOnScan .unity files via YAML (without opening them)

Configured in the Full Version FULL VERSION

The settings screen also lists options that are unlocked in the full version: per-type severity configuration, Auto Scan on Compile, Fail Build on Errors, baseline locking, Slack/Discord notifications, and the CI/CD command line.

FAQ

What's the difference between Lite and the full version?

Lite includes whole-project issue scanning for the three most critical issue types, plus a read-only unused-asset (garbage) preview. The full version adds seven more detectors, one-click auto-fix, suppression, the references finder, trends & health score, baseline, build gating, notifications, CI/CD, custom detectors, and actual asset deletion with backups. See the comparison grid.

Does Sentinel Lite affect my build size?

No. Sentinel Lite is entirely editor-only. The assembly definition restricts it to the Editor platform. Nothing is included in player builds.

Does Sentinel Lite modify my assets?

No. Lite is read-only: it scans and reports issues, and previews unused assets. It never edits or deletes anything. Asset fixes and deletion are full-version features.

How does the closed scene scanner work?

Sentinel reads .unity files as raw YAML text and uses regex patterns to find missing-script GUIDs and broken references. It never calls EditorSceneManager.OpenScene(), so it's fast and doesn't disrupt your current scene.

Why does the cleaner show an asset I know is used?

Make sure the scene or prefab using that asset is saved, and that the using scene is in your Build Settings. The dependency tracer reads files on disk, not unsaved in-memory state.

Support

Need Help?

Contact us at ragendom@gmail.com

Please include:

Like Sentinel Lite? The full version pays for itself the first time it saves a broken build or reclaims gigabytes of unused assets.
★ Upgrade to the full version →