A tool for developers whose Assets folder is a graveyard of packages bought over the years.
Three focused tools for the asset hoarder's three recurring problems: scripts that go missing, references that quietly break, and downloads that vanish if the cache ever gets wiped. Nothing else. No cloud, no account.
The problem
A package updates, a script gets renamed or deleted, and every component that used it silently stops working — sometimes without Unity even telling you clearly why.
Move a file outside Unity, restore from a backup, or lose a `.meta` — the GUID changes and every material, sprite, and profile pointing at it just goes blank.
The Asset Store cache lives on one machine, unbacked up. Reinstall Unity, switch computers, or just get unlucky, and years of purchases are gone.
Three tools, one shelf
Scans scenes, prefabs, and ScriptableObjects as plain text — no need to open them, works even if your project currently fails to compile — and finds every component whose script can't load.
Most "missing reference" tools stop at telling you something's broken. This one finds the file still sitting in your project, ranks it as a candidate, and relinks it the moment you approve.
m_Shader: {fileID: 0} ← never assigned m_Materials: - {fileID: 2100000, guid: 13271b35..., type: 2} ← relinked
Watches your Asset Store package cache and copies every new download into a folder you choose — usually one already synced by Dropbox, Drive, or OneDrive. That's the whole feature.
One add-on, for people who want it
Switch it on, and PackRat quietly watches reference fields for changes while the Editor is open — keeping a rolling 7-day local log of what each one used to point to. Change a field, clear it, or reassign it: Pro remembers, down to the exact sprite slice inside a spritesheet, not just the file.
This field used to point to: Cyber_Life_TCG_UI_spritesheet_202608260412_transparent [12] Changed 9/1/2026 2:15 AM
Not telemetry. Not analytics. No server on the other end of this at all — just one plain JSON file on your own machine, in the same generated-cache folder Unity itself already uses, never version-controlled, never shipped with your project. It only remembers what happens while you have it switched on.
Fine print, up front
Requirements