Lodestone - Addressables Analyzer: Build Size, Duplicates & CI
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See why any asset is in your Addressables build, catch the duplicates that silently bloat it, fix them with a previewed one-click change, and fail CI when build size regresses.Addressables turns your build into a black box. Which asset pulled in that 40 MB texture? Why did the build grow between Tuesday and Friday? Lodestone answers those questions, then helps you act on the answer.WHY IS THIS ASSET IN MY BUILD?Select any asset and Lodestone traces the reference chain that dragged it in, from the addressable entry, build scene, Resources folder or always-included shader that reaches it. Chains that share a prefix merge into one branching diagram, so you can see at a glance whether everything arrives through a single root. Click any node to ping it in the Project window.CATCH WHAT SILENTLY BLOATS THE BUILDAn asset that is not addressable but is referenced from two bundles gets copied into both. Nobody sees it happen. Ten rules look for that and for the rest of the usual suspects: uncompressed textures past a size floor, missing mobile overrides, DecompressOnLoad on long audio, read/write meshes, oversized bundles, bundle-count inflation, and assets shipped twice because they sit in Resources and in a bundle at once. Every finding is sorted by wasted bytes, so the most expensive problem is the one you read first.FIX IT, WITH THE DIFF IN FRONT OF YOUNothing is applied behind your back. Lodestone builds a plan, shows you every change it intends to make and every consequence it knows about, and only then applies it inside a single undo group. If a fix cannot touch a particular asset, the button is disabled and tells you why rather than doing nothing when you click it.GUARD IT IN CIOne batchmode call produces a JSON report for machines and a Markdown report ready to post as a PR comment. Set budgets per total, per group or per bundle, set a delta threshold, and the pipeline fails with a documented exit code when a build crosses them. The Markdown is capped so it always fits inside a GitHub comment.WATCH HANDLES ON DEVICEAn opt-in runtime layer tracks the handles you load through it, flags the ones that never came back, and records the source file and line that opened them, which is something Unity itself cannot tell you. It compiles out completely when its scripting define is off.FIVE ROSLYN ANALYZERSWaitForCompletion on WebGL, discarded handles, unreleased fields, .Result without a completion check, and Destroy where ReleaseInstance belongs. They run in your IDE as you type.DOCUMENTED FOR DEVELOPERSAround 8,000 lines of documentation ship with the package: a quickstart, a guide to every tab, a reference for all ten rules, CI setup with working GitHub Actions and GitLab templates, the runtime SDK, an API reference, a guide to writing your own rule or fix, and the on-disk data formats so you can bind the reports to your own dashboard. Every code sample in it was compiled, not eyeballed.HONEST ABOUT ITS LIMITSSizes are authoritative only when an Addressables build layout exists; without one, every number is labelled an estimate rather than dressed up as fact. Scanning never writes into your Assets folder — only a fix you approve does, and it lists the files it created, because Unity's undo cannot delete an asset file it made. The runtime layer only sees loads that go through its API, and an analyzer rule flags the calls that bypass it. Dead content is reported as candidates, never as certainty, and Lodestone refuses to draw conclusions from too small a sample. No Unity internal API is touched by reflection.Requires Unity 2023.1 or newer and Addressables 2.2.2 or newer. Verified by compiling against Addressables 2.2.2, 2.9.1, 3.1.0 and 4.0.1.FEATURES· "Why is this asset in my build?" — reverse reference chains drawn as a branching diagram, every node clickable to ping in Project· 10 rules: cross-bundle duplication, atlas and source texture double-packed, Resources and scene double-shipped, large uncompressed textures, missing mobile overrides, DecompressOnLoad on long audio, read/write meshes, oversized bundles, bundle-count inflation· 2 one-click fixes, each previewed and reversible in a single undo· History, build-to-build diff, and a size trend on the Overview tab· Squarified treemap of bundle composition· CI: batchmode entry point, budget gates, JSON + Markdown reports, documented exit codes· Runtime: handle tracking with caller file and line, leak heuristics, stall watchdog, on-device overlay, session logging· 5 Roslyn analyzer rules plus a batch call-site migration tool· ~8,000 lines of documentation: quickstart, window guide, rule reference, CI setup, runtime SDK, API reference, extension guide, data formatsSUPPORTED OSEditor: Windows, macOS, LinuxRuntime: every platform Unity supports (the runtime layer is opt-in and compiles out entirely when disabled)REQUIREMENTSUnity 2023.1 or newer · Addressables 2.2.2 or newerVerified by compiling against Addressables 2.2.2, 2.9.1, 3.1.0 and 4.0.1DOCUMENTATIONDocumentation~ folder inside the package: index, quickstart, window guide, rules, ci, runtime, api, extending, data-formats, faqI have used AI in order the create documentations




