# Intro

🔗 Available on the [**Unity Asset Store**](https://bit.ly/subassettoolbox_as)

Sub-assets have been a feature in Unity since the very early days. But outside of some default types (Animation Clips, Meshes, Materials) generated as a result of an import, it is rare to see developers use them in their games. Because of so many **missing workflows**, they can only be used when a programmer takes the time to create their own tooling around them.

**SubAssets Toolbox** provides native and intuitive workflows to work with sub-assets, for programmers as well as the rest of the team.

<figure><img src="https://3475550444-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FWP70ItOegbJjXGyNP2E7%2Fuploads%2FojdEuHx8pAQ22xWxdYwI%2FSubAssets.png?alt=media&#x26;token=0c9c5f14-cc97-465b-8a5e-d28555575989" alt=""><figcaption><p>A ScriptableObject containing several sub-assets of different types</p></figcaption></figure>

Get started by learning the [editor workflows](https://tools.continis.io/subassets-toolbox/editor-workflows/adding-sub-assets), or explore the [included API](https://tools.continis.io/subassets-toolbox/api/isubassetaware) that you can leverage in your project.
