🦁 Zion Asset Auditor
Find. Fix. Ship clean.
Troubleshooting
The scan takes a long time on a large project
The first scan on a big project has an irreducible amount of dependency resolution to do, and Unity's dependency lookups are slow the first time each asset is resolved. The scan runs incrementally in the background so the editor stays responsive and can be cancelled at any time - you will see the progress bar advancing rather than a frozen editor.
A texture is not flagged as oversized
The tool flags textures by their imported dimensions. Unity's default max size is often 2048, so a large source can be imported smaller and correctly not flagged. To review source dimensions, raise Max Size in the texture's import settings, or lower the texture threshold in Settings.
An asset I use is flagged as unused
If your scripts load it by string (Resources.Load by name, Addressables by key), static analysis cannot see that. Open the finding in the reference viewer to confirm, and dismiss it if it is a known-good asset - the dismissal is remembered per project.
Findings I dismissed came back
Dismissals are keyed by asset GUID and category, and stored in the project. If the whitelist file was not committed, a teammate's checkout will not have your dismissals - commit the project's Zion Asset Auditor settings so the whole team shares them.