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Compatibility and limitations

  • Package version: 0.1.0.
  • Package ID: com.yunxee.cocoassetflow.
  • Minimum Unity version: 6000.3.
  • Scope: Unity Editor only.
  • Developed and automatically validated with Unity 6000.3.20f1.

The package repository is a UPM root, not a standalone Unity project.

  • Move and rename through Unity AssetDatabase.
  • Explicit Delete through quarantine.
  • Texture Type, sRGB, Max Size, and Standalone platform format settings.
  • Prefab Missing Script removal, explicit component policies, static extraction, and separate Animator root motion.
  • FBX clip root-transform settings and .anim extraction.
  • Material inventory, matching, naming, Move, and Delete.

CoCo Asset Flow does not provide:

  • built-in Material Shader conversion;
  • automatic Render Pipeline migration;
  • packed-map channel interpretation without a convention;
  • PNG, TGA, or JPG source-byte compression;
  • generic Copy plus dependency remapping;
  • source FBX mesh repair;
  • arbitrary business-component interpretation;
  • automatic processing of unknown Other assets;
  • an embedded LLM or network service;
  • autonomous Agent Apply;
  • Batch Apply.

Texture actions change Unity importer settings only. They do not rewrite or recompress source image bytes.

A future image codec would need to remain an explicit optional adapter rather than a hidden side effect of standard cleanup.

Standard Profiles can inspect Shader names for matching and can move, rename, or delete Materials. They cannot convert one Shader to another.

Unity Material reserialization is audited. Harmless default-value omission may normalize only when semantic equivalence is proven.

Transform and RectTransform are always preserved. Unity components are protected by default.

Third-party component removal must be explicit. Missing Scripts are removed only when the Profile requests it.

FBX clip root-transform settings are separate from Prefab Animator.applyRootMotion.

External Material remapping is accepted only when the mapping is already explicit or can be uniquely proven. Ambiguous multi-Material bindings require Source-specific evidence and remain blocked otherwise.

Moved asset GUIDs are verified. Preserve Structure recreates Source-relative directories, but the GUIDs of original folder .meta files are not part of the contract.

AI can propose declarative rules from fresh evidence and user-designated conventions. It cannot safely invent:

  • Shader mappings;
  • packed Texture semantics;
  • business component meaning;
  • reference reconstruction;
  • deletion policy.

When the convention is insufficient, the correct outcome is a question or Unsupported result, not an automatic guess.

Before using a Profile on valuable content:

  1. keep the project under version control or make a backup;
  2. start with a dedicated Source folder;
  3. inspect the complete Preview;
  4. resolve every Blocker;
  5. understand Warning groups;
  6. confirm the Plan ID yourself;
  7. inspect the final Report and zero-change second Preview.