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🕸️ Zion Dependency Graph

See every reference. Trust every delete.

Troubleshooting

"No cache. Click Rescan Project…"

Expected on first run or after cache deletion. Click Rescan Project.

"Cache is stale" warning

The cache was invalidated by imports, deletes, or moves. Rescan to refresh.

A Resources.Load call isn't detected

Check three things: the argument must be a plain string literal (variables, interpolation and concatenation are listed as unresolvable instead), the script must live under Assets/, and code detection must be enabled in the toolbar Options menu. Calls inside comments are deliberately ignored.

Known asset appears as orphan

Usually caused by a load mechanism static analysis cannot see - a dynamic string, an AssetBundle lookup, or runtime instantiation. Verify usage in graph and code before deleting. Literal Resources.Load, Shader.Find and Addressables calls are detected as of v1.2 and excluded automatically.

The Dupes tab is empty

Duplicate detection runs on request - click Find Duplicates. If it still finds nothing, the project genuinely has no byte-identical files (which is the goal).

Graph is empty or truncated

Increase/reduce depth or refocus on a narrower asset cluster.

Delete failed for some assets

Possible causes include file locks, source control locks, open scene dependencies, or permissions issues. The backup still completed for those items, so nothing is lost - the error dialog lists exactly which paths failed.

Continue to Changelog.