Every Unity project ends up with folders nobody dares to touch.
Old prototypes, packs you imported for one mesh, three generations of UI. You know most of it is dead weight, but deleting anything feels like a gamble: maybe a prefab still points at it, maybe something loads it by name at runtime.
DeleteSafe answers one question before you delete: what breaks if this goes?
How it works
When you're sure, delete the quarantine for good. Until then, nothing is lost.
Find the dead weight
After a project scan, the Suggestions tab lists folders where every asset came back low risk, folders that are nearly all unused, and your largest unreferenced files, with the reclaimable size next to each.
Why it's built this way?
Most cleanup tools hunt for unused assets and offer to delete them in bulk. One false positive on a real project and you stop trusting the tool. DeleteSafe never claims an asset is safe. "Low risk" means "no known references", and anything that might be loaded through Resources.Load, scene-name strings, or filename matches in code is flagged as uncertain instead of quietly marked green. It also reads references most tools miss entirely: render pipeline assets, quality settings, and project-wide input actions live in ProjectSettings, not in any scene.
What this package doesn't do
It can't see references built from strings at runtime, and it doesn't analyse Addressables entries or AssetBundle contents yet (you get a warning when those are in play). It also doesn't replace version control. Commit first, DeleteSafe tells you what will break before you delete; Git gets files back after.
Runs entirely in the editor. No runtime code in your build, nothing leaves your machine, no account, no telemetry. Full C# source included.
Questions or a project it struggles with? Tinnystudios@gmail.com