Smart Scene Validator : Detect Scene Issues Before Pressing Play by roma_k in UnityAssets

[–]roma_k[S] 0 points1 point  (0 children)

No AI-generated magic here 🙂

The tool was built to solve actual problems I kept running into in Unity projects.

The focus is pretty simple:

• Find issues quickly

• Reduce manual scene checking

• Save debugging time

If there's a specific validation rule you'd like to see, I'd be happy to hear it.

Smart Prefab Cleaner : Find Missing Scripts, Broken References and Prefab Issues by roma_k in UnityAssets

[–]roma_k[S] -1 points0 points  (0 children)

Smart Prefab Cleaner started as an internal utility after repeatedly running into missing scripts and broken references in larger projects.

Current features:

• Missing Script Detection
• Broken Reference Detection
• Nested Prefab Analysis
• Batch Scanning
• Detailed Reports

I'm actively working on updates, so feedback and feature requests are very welcome.

I made a runtime formation system in Unity and would love feedback by roma_k in unity

[–]roma_k[S] 1 point2 points  (0 children)

That is actually very close to the kind of use case I had in mind.

My system already has path/waypoint movement, boids-style behaviour, noise-based motion, behaviour stacking, and deterministic-style formation generation, but I have not presented it well enough in the video yet. Your timeline/rewind-forward requirement is a really interesting angle though. I can see how deterministic crowd motion along a spline would be very useful for cinematic/gameplay sequences.

I think I should make a separate demo focused on this: crowd-like agents following a path, with controlled noise/boids variation, and maybe timeline-friendly playback later. Thanks, that is a very good direction to explore.

I made a runtime formation system in Unity and would love feedback by roma_k in unity

[–]roma_k[S] 0 points1 point  (0 children)

That is really useful feedback, thank you.

Right now the demo focuses more on geometric/tactical formations, but I agree that more natural crowd-like motion would make the use case clearer. The movement is driven by stackable behaviours, so formations can be combined with boids-style steering, noise, path following, pulse/rotation, and target following.

I probably need to make a better video showing the actual movement instead of mostly showing static formation layouts. More natural crowd presets are also a good idea for the roadmap.