Asset ReferencesGame Creator 2 Module

#Validation & Usage

Validation keeps the repository healthy. Usage scanning helps you understand where Reference IDs are serialized across project assets, scenes, and prefabs.

#Routine Validation

Click Validate from the database toolbar or selected-entry validation panel. Routine validation checks the repository itself:

  • Empty or invalid IDs.
  • Duplicate enabled IDs.
  • Missing assets.
  • Scene object references instead of project assets or prefabs.
  • Type mismatches.
  • Disabled entries that affect runtime cache.
  • Streamed metadata status.
  • Addressables availability for Streamed entries.

Some validation rows include quick fix actions.

#Usage Audit

Use All Usages or the selected-entry Usages action to scan serialized project content for AssetReferenceId fields.

Usage auditing is intentionally separate from routine validation. It is deeper and more maintenance-oriented, so run it when you are renaming IDs, removing entries, checking disabled references, or preparing a release.

#Rename Support

Static string ID usages can be found and updated during rename workflows. Dynamic string-property sources are valid runtime inputs, but they are not renameable database IDs because their value is resolved at runtime.

#Duplicate IDs

Only one enabled entry can use a Reference ID. If duplicates are reported, rename, disable, or remove one of the entries.

#Build Confidence

Run validation after importing examples, changing Addressables metadata, renaming large asset groups, or deleting project content. Treat validation as a normal content-maintenance step rather than a last-minute rescue tool.

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