ZionGames Docs

Home / Zion Tools / Zion Dependency Graph

πŸ•ΈοΈ Zion Dependency Graph

See every reference. Trust every delete.

Side Panel

Use the splitter to resize. The type filter narrows the active list.

Orphans tab

Lists assets with zero inbound references and no detected code string loads. Click any row to inspect graph context before deleting.

Heavy tab

Shows the top 200 assets by file size to quickly locate oversized low-value assets.

Recents tab

Shows the last 15 inspected assets, persisted per project.

Dupes tab

Finds groups of byte-identical files - the same texture imported into two folders, a model copied during a refactor. Detection is exact-match only, verified with SHA-256, so there are zero false positives by design.

Hashing size-colliding files takes real time on texture-heavy projects, so it runs only when you click Find Duplicates - never automatically on editor start, script compiles, or entering Play mode. After a delete, the list updates in place without re-hashing.

Duplicate copies have different GUIDs, so they are not interchangeable - other assets point at one specific copy. Click each copy to see which one is actually in use in the graph, keep that one, and delete the rest. The delete dialog warns you if a selected copy is still referenced.

Conservative exclusions

  • Resources/, StreamingAssets/, Editor Default Resources/, Plugins/
  • Scenes in Build Settings
  • Code assets (.cs, .asmdef, .asmref, .dll)
  • Assets referenced from ProjectSettings/
  • Addressable entries (if Addressables is installed)
  • Assets loaded by code strings - Resources.Load, Shader.Find, Addressables keys (v1.2, see Code References)
Important - loads built from variables or string interpolation cannot be resolved by any static scan. Those call sites are detected and listed (see Code References), but always verify in the graph before deleting.
Continue to Detail Panel.