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πŸ•ΈοΈ Zion Dependency Graph

See every reference. Trust every delete.

Detail Panel

The right-hand panel shows information about the selected asset from graph or side panel.

Fields shown

FieldDescription
Icon and nameThe asset icon and filename
TypeAsset category (Texture, Material, Prefab, etc.)
SizeFile size on disk
Used byCount of assets that reference it
UsesCount of assets it references
PathFull project path
Loaded by codeEvery code call site that loads this asset by string, with script and line (v1.2)
AddressablesWhich bundle(s) the asset lands in, whether explicit or implicit, and the reference chain responsible (v1.3)

Loaded by code

When a script loads the selected asset by string, this section lists each call site - script name, line number, and which API (Resources.Load, Shader.Find, Addressables). Click any row to open the script in your IDE at that exact line.

A warning marker (⚠) next to a row means the load path only matches the asset when letter case is ignored - it works in the editor and fails on case-sensitive platforms such as Android. Worth fixing even if you're not deleting anything.

Addressables

New in v1.3. Once an Addressables audit has been run this session, this section appears for any selected asset - not only for flagged duplicates, and not only while the Addressables tab is active. It shows which bundle(s) the asset ends up in, whether it got there as an explicit Addressables entry or was pulled in implicitly by something else, and the reference chain responsible.

If the asset is one of the audit's duplicate findings, the richer view is shown instead: every bundle it lands in, the wasted bytes, and the recommended fix. The section is independent of the main dependency cache, so it renders even if you have never clicked Rescan Project.

Actions

  • Ping - highlights the asset in Project window
  • Select - makes asset active selection

Find Path results also display in this panel - see Find Path.

Continue to Code References.