Asset ReferencesGame Creator 2 Module

#Database Manager

The Database Manager is the main production surface for registering, organizing, validating, and inspecting Asset References.

ScreenshotOpen full size
Asset References database manager with compact reference list, details, actions, and validation
Asset References database manager with compact reference list, details, actions, and validation

#Open The Manager

Open Game Creator Settings > Asset References or Tools > Skyward Games > Asset References > Database.

The settings version uses the same repository panel as the standalone window, so changes made in one place are reflected in the other.

#Interface Overview

AreaPurpose
ToolbarAdd references, bulk generate, inspect all usages, install Addressables, repair streamed entries, and validate.
FiltersFilter by asset type, enabled state, load mode, tags, and search text.
Reference listBrowse registered entries with type, category, tags, load mode, and enabled state.
Details panelEdit ID, asset, enabled state, load mode, metadata, streaming settings, actions, and validation.
Runtime snippetsCopy Get<T> and TryGet<T> C# snippets for the selected reference.

#Global Config

Use the Global Config tab for package-wide defaults: ID naming cleanup, runtime logging, validation timing, build safety, default list view mode, and JSON export.

ScreenshotOpen full size
Global Config tab with ID naming, logging, validation, build safety, layout, and export options
Global Config tab with ID naming, logging, validation, build safety, layout, and export options

#Reference Metadata

Each entry can store:

  • ID: the stable Reference ID used by selectors, variables, C#, and usage scanning.
  • Asset: the project asset or prefab.
  • Enabled: disabled entries are skipped by runtime cache initialization.
  • Load Mode: Direct or Streamed.
  • Display Name: optional friendlier label for lists and selectors.
  • Category: a broad grouping such as audio, prefabs, ui, or scenes.
  • Tags: comma-separated labels used for filtering and streamed labels.
  • Notes: human-readable context for designers and maintainers.
  • Type Override: optional display override when the inferred Unity type is not the most useful label.

The Advanced tab is where tags, category, notes, snippets, selected-entry actions, and validation status become most useful during maintenance passes.

ScreenshotOpen full size
Advanced details panel with tags, category, notes, C# snippets, actions, and validation
Advanced details panel with tags, category, notes, C# snippets, actions, and validation

#Actions

Selected entries expose focused actions: ping the asset, inspect usages, enable or disable, remove, copy IDs, and copy runtime snippets. Streamed entries also expose sync and repair controls through the streaming settings.

#Search And Filters

Use search for fast name/ID lookup and tags for workflow grouping. Type filters keep selectors and database lists focused when a project has many registered assets.

#Runtime Debugger

During Play Mode, the database can show whether references are loaded, unloaded, Direct, or Streamed. Streamed entries can be preloaded or released while inspecting memory status.

ScreenshotOpen full size
Runtime debugger panel showing loaded and unloaded references
Runtime debugger panel showing loaded and unloaded references