# Demo — see the tool find something in ten seconds

`Examples/` holds six deliberately badly named textures. They exist so your very first scan shows
real findings, even in an empty project.

`DemoScene.unity` sits beside them. Open it and the Hierarchy walks you through the same six steps
as this file — nothing in it renders, so it is safe on any render pipeline.

## Try it

1. `Tools ▸ Asset Naming Manager ▸ Open Window`
2. Click **Scan**

Ten findings across five of the six files, and nothing on the sixth:

| File | What the tool reports |
|---|---|
| `player run 01.png` | illegal character (space), convention mismatch |
| `ui_button_copy.png` | redundant token `copy`, convention mismatch |
| `EnemyIdle_FINAL.png` | redundant token `FINAL`, convention mismatch |
| `Tile_Grass.png` | convention mismatch, duplicate name |
| `Terrain/Tile_Grass.png` | convention mismatch, duplicate name |
| `HeroWalk.png` | **nothing — this one is correct** |

The bundled rule set is the **Unity Standard** preset: plain `PascalCase`, no prefixes. Switch to
**Unreal Style** on the Rules tab and the same six files produce a different report — that is the
point of presets.

That last row matters as much as the others. The tool reports what is broken, not everything it sees.

Then tick a few rows, click **Fix Selected**, and watch the names change. Open the **History** tab
and click **Revert** to put them all back. Nothing here is precious — it is a sandbox.

## Then delete this folder

Once you have seen it work, delete `Assets/AssetNamingManager/Demo/` — scene included. Nothing
references it and the tool does not need it.

If you would rather keep it but stop it appearing in reports, add this to your rule set's
**ignored paths** instead:

```
Assets/AssetNamingManager/Demo/**
```

The tool's own `Editor/`, `Documentation/` and `Settings/` folders are already ignored, so Asset
Naming Manager never reports on itself.
