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.

Asset Audit 1,284 assets scanned in 0.9 s reclaimable 117 MB
1.4 MB
In useAssets/Art/Characters/Hero.png

Reachable from the build root set.

4.1 MB
In useAssets/Scenes/Harbour/Lightmap-0_comp_light.exr

Baked beside a scene that is in the build; lighting follows its scene.

31 KB
Needs reviewAssets/Scripts/CrateSpawner.cs

A script can be reached from code alone, which no static scan can rule out.

280 KB
Needs reviewAssets/Shaders/Water/Foam.shader

Shaders can be resolved by name at runtime via Shader.Find.

3.5 MB
Needs reviewAssets/ReferenceImages/Linear/main_menu.png

Its name appears in a string literal, so code may load it by name or path.

9.4 MB
UnusedAssets/Audio/Water/ShoreRocks.wav

No reference reaches this asset from any root.

Removing an asset moves it out of the project with its .meta file and a manifest, so undoing a cleanup is a move back rather than a recovery. Exactly one action deletes anything for good, and it says so before you take it.

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.

Rule 01

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.

Rule 02

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.

Rule 03

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.