πΈοΈ 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
| Field | Description |
|---|---|
| Icon and name | The asset icon and filename |
| Type | Asset category (Texture, Material, Prefab, etc.) |
| Size | File size on disk |
| Used by | Count of assets that reference it |
| Uses | Count of assets it references |
| Path | Full project path |
| Loaded by code | Every code call site that loads this asset by string, with script and line (v1.2) |
| Addressables | Which 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 (β ) 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.