Finds the assets your project no longer uses—and refuses to guess.
Anything it cannot prove is dead goes to a review pile, not a delete list.Asset Audit is an editor tool. It reads asset references and moves files;it does not touch rendering, so it behaves identically on Built-in, URP,HDRP and any custom render pipeline.It has no package dependencies. Addressables data is read from the projectfiles directly, so the tool works whether or not the Addressables packageis installed.Unity projects collect assets nothing points at any more: textures from apack imported for one prop, audio that got replaced, models from anexperiment. They ship with your build and slow down every import.Asset Audit finds them. It is built on one rule: it will not call an assetdead unless it can prove it.THREE ANSWERS, NOT TWOUnity can load an asset from a string. Resources.Load takes a path,Shader.Find takes a name, Addressables take a key. None of those leave atrail a scanner can follow. Tools that sort every asset into "used" or"unused" report those as unused, and people delete live content. In use Something reaches it. Cannot be selected for removal. Needs review It might be dead, but that cannot be proven. Your call. Unused Nothing in the project reaches it. Safe to remove.Every finding states the reason it landed where it did, so you can disagreeon the evidence rather than on trust.REMOVAL YOU CAN UNDONothing is deleted. Selected assets move out of Assets/ into a timestampedquarantine folder that keeps their original layout, with their .meta filesand a manifest of what was taken. Restoring is a move back, not a recovery.Exactly one action deletes anything permanently, and it says so first.Removal refuses what it should never touch: assets in use, folders, packageassets, and any scene the editor is holding open. Scanning stops if a scenehas unsaved changes, because an audit reads what is saved on disk. Versioncontrol state is checked before anything moves.WHAT IT ALSO FINDS - Broken references, naming the assets still pointing at them - Addressables entries whose asset is gone, naming the group to fix - Orphaned .meta files - Assets Unity stores as binary, whose references cannot be readWHEN IT CANNOT KNOW - Names assembled at runtime. ProjectSettings/AssetAuditIgnore.txt marks paths the audit must leave alone, and treats them as roots so what they reference is protected too. - Sub-assets. Verdicts are per file. - Scenes outside Build Settings are unused, and so is their baked lighting.REQUIREMENTSUnity 2022.3 LTS or newer. Any render pipeline. Editor only — nothing fromthis package ends up in your build.Written with the assistance of AI tooling, reviewed and tested by hand.FEATURES• Three verdicts instead of two: In use, Needs review, Unused. Anything the audit cannot prove is dead is handed back to you rather than listed for deletion.• Every finding states the reason behind it, so you can judge on the evidence rather than on trust.• Reference roots include the build scene list, Resources, StreamingAssets, Editor Default Resources, always-included shaders, preloaded assets, and Addressables entries, with a folder entry covering its whole subtree.• Importer settings inside .meta files are followed, so a model that remaps its materials keeps them.• Baked binary assets — lighting data, navmesh, terrain — are reported as unreadable rather than as referencing nothing.• Removal moves assets, with their .meta files, into a timestamped quarantine folder plus a manifest. Nothing is deleted.• Every batch can be restored individually. A restore skips what it cannot place and reports it, rather than overwriting.• Discarding a batch is the only permanent action, and it says so first.• Removal refuses assets in use, folders, package assets, and any scene the editor has open.• Scanning stops when a scene has unsaved changes, and checks version control state before anything moves.• Reports broken references with the assets holding them, dangling Addressables entries with their group file, and orphaned .meta files.• Search, sorting, progress reporting and cancellation for large projects.• ProjectSettings/AssetAuditIgnore.txt marks paths to leave alone, treated as roots so what they reference is protected too.SUPPORTED OSWindows, macOS and Linux editors. Editor only — nothing from this packageis included in a build.REQUIREMENTSUnity 2022.3 LTS or newer. Tested on Unity 2022.3 and Unity 6. Works withevery render pipeline. No package dependencies.DOCUMENTATIONDocumentation.rtf is included in the package.Online: https://plumbline-tools.github.io/Documentation.rtfStudio: https://plumbline-tools.github.io/The C# source, the documentation and the store images were produced incollaboration with an AI coding assistant, then reviewed, corrected andtested by hand.The tool's classification rules were not generated in the abstract. Eachone came from running the audit against real Unity projects and finding acase it got wrong — baked lightmaps, graphics-test reference images,terrain textures reached through binary terrain data — and every rule iscovered by an automated test.The package ships with 67 unit tests covering its classification andremoval logic, and was verified end to end inside both Unity 2022.3 andUnity 6: assets and their .meta files leave the project, the bytes match,they come back on restore, and the GUID survives.No AI-generated art, audio or 3D content is included; the package containsonly C# source, documentation and store imagery.




