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Unity Editor Asset Tools

Performance & Large Projects

Initial scan

The first scan iterates project assets and builds both dependency and reverse-reference indexes. On typical projects this takes seconds; large projects can take longer.

Cache is saved to Library/ZionDependencyGraph/cache.json and reused between sessions.

Graph rendering cap

Graph view caps displayed nodes (200) to preserve editor responsiveness. If exceeded, output is truncated and status indicates it.

Cached analyses

Orphan/heavy computations are memoized by cache version and recomputed after rescan.

Continue to Honest Limits.