kiwi studios for unity

coming soon

Change every right reference. Keep control of every file.

Replace exact persistent asset references across a Unity project with a mandatory Preview, structured adapters, per-file backups, exact-target verification, durable Undo, and crash recovery.

Coming soon to the Unity Asset StoreRead the documentation

Planned 26.8.5 · local release evidence complete · frozen Core and Windows/Linux gates remain

safe by construction

A reference transaction, not a search-and-replace.

Dependency information narrows the search. Structured adapters then prove exact serialized locations before any file changes. Paths, names, and types help you review; GUID and long local file ID decide identity.

01

Map exact assets

Drag main assets or sub-assets into one or many mapping rows. Chains and cycles use simultaneous preview-snapshot semantics.

02

Choose a bounded scope

Start with writable Assets, add explicit folder chips, or opt into writable embedded packages without touching Package Cache.

03

Review every occurrence

Filter a virtualized tree by mapping, asset, adapter, path, type, and severity. Ping, Open, select, or resolve a blocked item.

04

Apply one file at a time

Backups and journal transitions are flushed before structured mutation. Cancellation enters verified rollback.

05

Prove the exact targets

Every selected location is reopened through its adapter. A partial or unresolved transaction never reports success.

06

Recover after Unity stops

Startup recovery classifies known-before, known-after, and ambiguous files without overwriting user work.

one visible safety chain

Preview → backup → apply → verify → receipt

  1. 01

    Freeze the plan

    Hash mappings, scope, identities, project state, candidate files, adapters, and selected occurrences.

  2. 02

    Prepare recovery

    Acquire the exclusive lock and back up every changed asset and existing `.meta`.

  3. 03

    Use the right adapter

    Edit scenes, prefabs, materials, animation, importers, and optional integrations through structured APIs.

  4. 04

    Verify the result

    Require every selected source location to resolve to its exact target before completion.

  5. 05

    Keep durable Undo

    Retain verified before/after hashes and refuse rollback when a user changed a file afterward.

Read the transaction model

structured coverage

Built-ins for normal Unity work. An SDK for everything specific.

Unknown data is reported instead of guessed. Optional packages compile only when present and remain visible as unavailable capabilities when absent.

Core adapters

  • Scenes and Prefab Stages
  • Prefabs and variants
  • ScriptableObjects and components
  • Materials and shaders
  • Animation object keyframes
  • Importers and model remaps

Optional integrations

  • Addressables AssetReference data
  • Timeline tracks, clips, curves, and bindings
  • Localization asset-table entries
  • Deterministic third-party adapters
Open the full matrix

Hard boundaries

  • No MonoScript conversion
  • No missing-script payload repair
  • No arbitrary GUID strings
  • No code, DLL, YAML, or text rewrite
  • No source-asset deletion
  • No Package Cache mutation

editor and automation

The same safe operation in UI and CI.

Run Preview, Apply, Verify, or Rollback in batch mode with stable exit codes. Export canonical JSON, Markdown, HTML, JUnit, SARIF, plans, previews, receipts, inventories, and attachment checksums.

Batch and CI guideAdapter SDK
0
success
10
blocked or verification failed
21
execution failed, rollback succeeded
22
rollback or recovery conflict
31
evidence export failed

explicit release boundary

Unity 6 editor tooling, across render pipelines.

Product target

  • Unity 6000.0 or newer
  • Windows, macOS, and Linux editors
  • Built-in, URP, and HDRP projects
  • Force Text and Mixed serialization
  • Editor-only; no player assembly

Current candidate gates

  • Frozen Release Core API level 1 and evidence schema 1
  • Coexistence rerun against the frozen Core
  • Final Unity 6000.0.79f1 evidence on Windows and Linux
  • Separate price, portal upload, and submission authorization

common questions

Before you change a project.

Does Asset Swap delete the old assets?

No. It changes selected references only. Source deletion or deprecation is a separate decision.

Can it replace sub-assets?

Yes. Identity includes Unity's 64-bit local file ID, not only the asset GUID.

Does it edit YAML or search GUID text?

No. It uses structured Unity APIs and blocks unknown schemas.

What if Unity closes during Apply?

Startup recovery classifies journaled files and blocks new applies until the transaction is safely resolved.

Do I have to install Addressables, Timeline, or Localization?

No. Each integration is optional and reports Unavailable without compilation errors when absent.

see the complete boundary

Know what will change before Unity changes it.

Read the full workflow, adapter matrix, recovery model, CI contract, compatibility boundary, privacy policy, and troubleshooting guide.

Open Asset Swap documentation