Skip to content

t1k:unity:base:asset-hunter-pro

FieldValue
Modulebase
Version2.2.2
Effortmedium
Tools

Keywords: asset hunter, assets, cleanup, optimization

/t1k:unity:base:asset-hunter-pro

Unity Editor tool for identifying unused assets, tracking dependencies, finding duplicates, and analyzing build reports. Package: com.heurekagames.assethunterpro v2.2.26.

FeatureMenu PathKey Class
Unused AssetsWindow/Asset Hunter PRO/Asset Hunter PROAH_Window
Dependency GraphWindow/Asset Hunter PRO/Dependency GraphAH_DependencyGraphWindow
Duplicate FinderWindow/Asset Hunter PRO/Duplicate AssetsAH_DuplicateWindow
SettingsWindow/Asset Hunter PRO/SettingsAH_SettingsWindow
1. Run a Unity build (auto-logs to .ahbuildinfo)
2. Open Asset Hunter PRO window
3. Load latest report → review unused assets in tree view
4. Exclude false positives (scripts, addressables, plugins)
5. Delete confirmed unused assets
6. Re-verify with dependency graph
CategoryExampleUse Case
PathsAssets/Plugins/Third-party folders
TypesMonoScriptScripts (common false positive)
Extensions.shader, .cgincShader includes
FilesAssets/Resources/config.jsonSpecific files
FoldersEditor, GizmosUnity special folders
using HeurekaGames.AssetHunterPRO;
// Settings singleton
var settings = AH_SettingsManager.Instance;
settings.AddPathToExcludeList("Assets/Plugins/");
// Reports stored as .ahbuildinfo JSON in project
// Access via AH_BuildInfoManager (through AH_Window)

See references/api-reference.md for full API.

Use manage_asset_hunter MCP tool for automated queries:

  • scan_unused — list unused assets from latest report
  • get_duplicates — find duplicate assets by content hash
  • get_dependencies — query asset reference graph
  • get_settings — current exclusion configuration
  1. Scripts appear unused — MonoScripts referenced only by code show as “unused”. Exclude MonoScript type
  2. Must run a build first — No .ahbuildinfo = no unused asset data
  3. Addressables false positives — Assets loaded via Addressables API won’t appear in dependencies
  4. Large project perf — First scan of >10K assets takes 30-60s, cached after
  5. Editor-only — All API is #if UNITY_EDITOR, no runtime
  6. DOTS entities — ECS entity prefabs baked via SubScene are tracked normally

See references/gotchas.md for workarounds.

  • references/workflow-guide.md — Scan, clean, CI integration steps
  • references/api-reference.md — Public classes and methods
  • references/gotchas.md — Known issues and workarounds
  • Editor-only, no runtime code, no external data transmission
  • Reports contain file paths (project structure visible if shared)
  • Delete operations irreversible — verify before bulk delete

Before any bulk-delete (>10 assets), MUST:

  1. Snapshot the project via VCS (git stash --include-untracked or branch-and-tag).
  2. Dry-run firstAsset Hunter Pro reports include a --dry-run mode that lists what would be deleted; review the list outside the editor.
  3. Whitelist external references — Resources/, Editor/, StreamingAssets/, Unity packages — these can be referenced via paths NOT detected by AssetDatabase, so include them in a manual review.
  4. Test rollback path before executinggit restore . from the post-snapshot state should fully recover.
  5. Capture the report artifact — the pre-delete report is the only forensic record of what was removed; save it outside the project tree before running the delete.

If any step is skipped, do NOT execute the bulk-delete — escalate via team review instead.