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πŸ•ΈοΈ Zion Dependency Graph

See every reference. Trust every delete.

Honest Limits

Some references cannot be statically inferred. Listing them up front is part of the trust narrative - and as of v1.2 the list is meaningfully shorter.

Now detected (v1.2)

  • Resources.Load("path/to/asset") and its Async/All variants, when called with a plain string literal
  • Shader.Find("Name") with a literal shader name
  • Addressables string keys - addresses and labels - with literal arguments

These are resolved to real project assets, listed with file and line, and excluded from orphan detection. See Code References.

Still not detectable

  • Loads built from variables, interpolated strings or concatenation - the value only exists at runtime. These call sites are detected and listed as unresolvable, so the blind spots are visible instead of silent
  • Manual AssetBundle lookups
  • AssetDatabase.LoadAssetAtPath in editor scripts
  • Procedurally assigned materials and runtime-instantiated assets
Warning - if an asset is loaded only through one of these undetectable mechanisms, it can still appear as an orphan. Verify in the graph, and check the unresolvable call-site list, before deletion.

Code-to-code references

Script-to-script references are not treated as asset dependencies by this graph. Scripts are excluded from orphan detection for safety.

Continue to Troubleshooting.