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UnityEQLabs Essentials

Getting started

  1. Open your Unity project.
  2. Import the .unitypackage from Assets > Import Package > Custom Package.
  3. Keep the Assets/EQLabs folder structure intact.
  4. Allow Unity to compile scripts.
  5. Open the toolkit from Tools > EQLabs > EQLabs Hub.
  1. Import the package and wait for Unity compilation to finish.
  2. Open Tools > EQLabs > EQLabs Hub.
  3. Select the Essentials bundle in the Hub.
  4. Run Project Doctor first to check common setup issues.
  5. Open one lightweight tool such as Material Browser to confirm the menu commands and Hub launch buttons are working.
  6. Use Texture Import Enforcer, Material and Shader QA Linter, or Scene & Prefab Batch Optimizer on a small test selection before using them on a large production project.
  7. Review generated reports or preview lists before applying any batch operation.
  8. Save your scene or project changes after verifying the result.

Main Hub:

  1. Tools > EQLabs > EQLabs Hub

Common direct menu paths:

  1. Tools > EQLabs > Workflow
  2. Tools > EQLabs > Debugging
  3. Tools > EQLabs > Texture Generation
  4. Tools > EQLabs > Scene Painting
  5. Tools > EQLabs > Demo
  1. Many tools create generated assets, reports, or previews under Assets/EQLabs/Generated or a selected project folder.
  2. Batch tools are designed to preview changes before applying them where practical.
  3. For production projects, test on a duplicate asset or small selection first.
  4. Use Unity version control or backups before applying large batch operations.
  1. If the Hub does not appear, wait for Unity script compilation and check the Console for compile errors.
  2. If a tool opens but shows no results, confirm that the expected assets or scene objects are selected.
  3. If icons are missing, verify that Assets/EQLabs/Editor/Icons was imported.
  4. If a batch operation does not apply, review warnings in the tool window and Unity Console.

When reporting an issue, include the Unity version, render pipeline, tool name, Console errors, and a short description of the asset or scene selection used.

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