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Package details
- Latest version
- 1.0
- Last updated
- First released
- Unity version
- 6000.4.3 or later
- Package size
- 76 KB
- Files
- 19
- Favorites
- 1
- Views in the past week
- 8
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- $14.99 on
Keywords
- Search for remove unused assets
- Search for delete assets
- Search for asset management
- Search for safe delete
- Search for quarantine
- Search for Project Size
- Search for unused assets
- Search for dependency scanner
- Search for Missing References
- Search for Editor Extension
- Search for find references
- Search for asset cleanup
Delete Safe – Asset Clean up & Dependency Finder
See what depends on an asset before you delete it. Quarantine instead of deleting, check the project still works, and restore everything with one click if it doesn't.
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Price history
Last 6 months
USDAsset preview
1 / 5
Delete Safe – Asset Clean up & Dependency Finder screenshot 1
About this asset
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
- Right-click any assets or folders and pick Analyse Removal Impact, or scan the whole project at once.
- DeleteSafe builds a reverse dependency map and shows every reference chain: which prefab uses the texture, which scene uses the prefab, whether that scene is in Build Settings.
- Each asset gets a risk rating with written reasons, from Blocked ("this is your active render pipeline asset") down to Low ("no known references").
- Instead of deleting, you quarantine. Files move outside Assets, together with their .meta files, in a journaled transaction that survives crashes and editor restarts.
- DeleteSafe then compares the project against a baseline taken before the move: new compile errors, missing build scenes, missing scripts in prefabs. Problems that already existed are never blamed on your cleanup.
- If something broke, restore the whole transaction or a single file with one click. GUIDs are preserved, so references reconnect as they were.
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? [email protected]
From the publisher's Asset Store listing.
Technical details
- Impact analysis for any selection, folder, or the entire project (cancellable at any time)
- Reverse dependency index with incremental updates; full reference chains traced to build roots: Build Settings scenes, ProjectSettings references, Resources, StreamingAssets, preloaded assets
- Dynamic reference detection: Resources.Load / LoadAll / LoadAsync, SceneManager.LoadScene by name, filename strings in scripts — always reported as possible, never as proof
- Five risk levels plus a separate confidence rating, with written reasons for every asset
- Quarantine: hash-verified, journaled file moves outside Assets; automatic rollback on failure; crash recovery on next editor start
- Validation against a pre-quarantine baseline: compile errors, missing Build Settings scenes, missing scripts in prefabs
- Restore all or per file; original paths and GUIDs preserved; existing files are never overwritten
- Suggestions: unused folder candidates with reclaimable size, mostly-unused folders, largest unreferenced assets
- HTML and versioned JSON reports, saved with every transaction
- Sortable, searchable, virtualised results list; stays responsive on scans of 10,000+ assets
- Editor-only assembly, no runtime code, no package dependencies, no internet access; full source included
- Works with Built-in, URP, and HDRP; Force Text serialization (the Unity default) gives the deepest analysis
Compatibility
| Unity version | Built-in | URP | HDRP | Custom |
|---|---|---|---|---|
| 6000.4.3f1 | Compatible | Compatible | Compatible | Compatible |
As listed on the Asset Store.