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 →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 | — | ✓ |
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.
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.
The Issues tab scans your entire project — including closed scenes (via YAML parsing, without opening them) — and reports problems organized by severity.
| Detector | Severity | What It Finds |
|---|---|---|
| Missing Script | Error | GameObjects with deleted/renamed MonoBehaviour scripts |
| Missing Reference | Error | Serialized fields pointing to destroyed/missing assets |
| Missing Material | Error | Renderers with null material slots |
| Column | Description |
|---|---|
| Type | The issue detector name (e.g., MissingScript, MissingRef) |
| Asset Path | Full project path to the asset (e.g., Assets/Scenes/Level1.unity) |
| Object Type | The Unity asset type (e.g., SceneAsset, GameObject, MonoScript) |
| Message | Human-readable description of the issue |
Click any column header to sort by that column. Click again to reverse the sort order.
The left panel provides filters:
Click any row to ping the asset in the Project window. Right-click a row for:
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.
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.
Sentinel uses a root-tracing algorithm:
AssetDatabase.GetDependenciesSentinelTrash/ folder, automatic pre-deletion backup ZIPs, a full preview window,
Select-All, empty-folder cleanup and CSV export.
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.
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.
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.
Lock a baseline of "known issues," then report only what's new since then — ideal for CI: tolerate existing tech debt, block new regressions.
One-click fixes for missing scripts and broken references, a "Fix All Auto-Fixable" button, and full Undo support.
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.
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.
Go to Edit > Project Settings > Sentinel Lite to configure.
Assets)Assets/ThirdParty)You can also right-click a folder in the Project window and choose Sentinel Lite > Exclude Folder from Scans.
| Option | Default | Description |
|---|---|---|
| Scan Open Scenes | On | Include currently open scenes in the scan |
| Scan Closed Scenes | On | Scan .unity files via YAML (without opening them) |
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.
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.
No. Sentinel Lite is entirely editor-only. The assembly definition restricts it to the Editor platform. Nothing is included in player builds.
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.
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.
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.
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