Editor tools for Unity
Plumbline
A plumb line does not guess which wall is true. It hangs still and lets you read the answer.
Three answers, not two
Every tool that finds unused assets sorts them into used and unused. Unity can load an asset from a string, though — a resource path, a shader name, an addressable key — and those leave no trail to follow. Sorting them anyway is how people delete live content. So Asset Audit reports what it cannot prove, and says why.
Reachable from the build root set.
Baked beside a scene that is in the build; lighting follows its scene.
A script can be reached from code alone, which no static scan can rule out.
Shaders can be resolved by name at runtime via Shader.Find.
Its name appears in a string literal, so code may load it by name or path.
No reference reaches this asset from any root.
What it will not do
Stated here because a tool that hides its limits is worse than one that has them.
- Follow a name assembled at runtime. If your code builds a path out of pieces, nothing links the code to the asset. That is what the ignore list is for.
- Judge sub-assets. Verdicts are per file. A sprite sheet where one sprite is used counts as in use, whole.
- Know what your team is about to need. The audit describes today's project, not next sprint's.
How we build
Three rules, held to across everything here.
Prove it, or say you cannot
An honest maybe is worth more than a confident wrong answer. Where the evidence runs out, the tool hands the decision back instead of rounding uncertainty down to a delete button.
Every answer carries its reason
A verdict without a reason asks for faith. Each finding states the rule that produced it, so you can disagree on the evidence rather than on trust.
One irreversible step, marked
Everything is undoable except one action, and that one announces itself. Nobody should discover which button was the permanent one afterwards.