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Validator

Validator checks your Power setup for mistakes that would otherwise only show up at runtime, and lists every problem with a button to open the asset.

Open it from Tools → Power → Validator and press Validate All.

When to use it​

  • Before you enter Play mode after wiring a new mechanic: a missing Key or a Processor in the wrong table is easier to fix here than to debug.
  • After a big change: a rename, a conversion (Normal ↔ SigSep, BS ↔ AS), deleting Stats, moving folders.
  • After importing a sample or a Premade Relation Pack.
  • Before a build or a commit, as a final check.

What it checks​

Every asset that knows how to validate itself is checked:

  • ScriptableObjects in the folders, including sub-assets: Stats, Keys, Containers, Environments, Effects, Packs, Processors, Process Definitions, Conditions, Adapters and the rest.
  • Prefabs in the folders: every component on them that validates itself (Actors, Effectors, extensions…).
  • Scenes in the folders. Loaded scenes are checked as they are, unsaved edits included.

Typical problems: a missing Key or Container, a Stat registered in the wrong Container, colliding SigSep orders, a Processor in the wrong table of a Process Definition, a value-carrying Feedback in the general Feedback list. A validator that throws is reported as an error too, and the scan goes on.

Options​

OptionDoes
FoldersThe folders to scan. Empty: all of Assets. Package content is never scanned.
Excluded FoldersFolders to skip, even inside a scanned folder (third-party content, archived prototypes).
Excluded AssetsSingle assets to skip (a known work-in-progress asset).
Show WarningsLists warnings (yellow) as well as errors (red). Off: only errors.
Include Closed ScenesOpens every scene in the folders additively to check it, then closes it again. Off: only the loaded scenes are checked. Not available in Play mode.

The window remembers its folders and exclusions.

Results​

The summary shows how many assets, prefabs and scenes were scanned and how many problems were found. Each problem row shows the asset and where it is, with its messages under it:

  • An asset row works like a row in Access: click to ping, e to open it in the Power Editor, r for Relations on Stats and Keys.
  • An object in a scene that was opened only for the scan gets an Open button, which opens the scene and selects the object.
tip

AI agents run the same checks through power.py, which asks Unity to validate the assets, and power.py validate adds an offline check of the data. See AI Support.