The last hour before export is where game scenes fall apart quietly. An asset has LOD0 and LOD2 but LOD1 got deleted somewhere. Something is named Rock_LODA because of a typo. You want to eyeball LOD2 across the whole set, but hiding everything else by hand takes ten minutes. And you have no quick answer to 'how many collision objects does this scene actually have?' Asset Lens is the QA pass that catches all of it. The LOD Manager scans your scene (or collection, or selection — everything in Asset Lens is scoped) and lists every LOD level it finds. Checkboxes hide or show entire levels at once; Solo mode isolates a single level so you can inspect your LOD2s exactly as the engine will render them. One click resets visibility when you're done. Validation is where it earns its keep before export. Asset Lens flags two classes of problems automatically: invalid LOD names (anything with _LOD in it that doesn't match the proper _LOD0/_LOD1/... convention — typos, stray suffixes, half-renamed objects) and missing LOD levels (an asset with LOD0 and LOD3 but nothing in between). Both come with a one-click 'select the offenders' button, so fixing is immediate. If you build chains with LOD Forge and collisions with Collision Forge (both in the bundle), Asset Lens validates their exact conventions out of the box. The filter system handles everything naming-related beyond LODs: stack contains / starts-with / ends-with rules, combine them with match-any or match-all logic, and watch the live object count update. Then hide, show, or select every match in one click — select every '_old' mesh, hide everything starting with 'SM_', grab all objects containing 'proxy'. A statistics panel rounds it out: total objects in scope, how many are LOD objects, how many are collision objects (it recognizes the UBX_/USP_/UCP_/UCX_ prefixes), and a per-level LOD breakdown. USE CASE: Final check before exporting a 400-object environment. Asset Lens reports 12 objects with invalid LOD names and 3 assets missing levels. Two clicks select them all; five minutes later the scene validates clean and goes to engine without a single silent import failure. COMPATIBILITY: Blender 4.0+. Found in View3D sidebar > Asset Lens. No external dependencies. Part of the Game Asset Pipeline Toolkit Pro Bundle — six tools that share conventions so they slot together: https://theforgefoundry.gumroad.com/l/pro-bundle