Find and Unused Marker


It also traverses dependencies from saved prefabs and scenes outside Build Settings. ... Both tools run locally in the Unity Editor. They do not delete, move or rewrite project assets.


by Kindly Slime Assets


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**Find and Unused Marker** combines two Unity Editor tools for understanding asset usage across your project. Locate references to a selected asset, inspect dependency chains, and highlight potentially unused content directly in the Project window.


**See where an asset is used**


Select an asset and run **Find Selected Asset**. The Find This window displays detected direct references and indirect dependencies in a convenient list.


Click **Select** to highlight the referring asset in the Project window. For direct references, **Open** can open the corresponding file at its serialized line when supported by the associated editor.


Search covers prefabs, scenes, ScriptableObjects, materials, Animator Controllers and animation clips in both Assets and installed packages.


**Review potentially unused assets**


Run **Research Unused Assets** to scan your project and display Unused labels and red overlays on supported assets. Folder rows in the Project window’s main list also show used and unused counts, helping you review content by folder.


The analysis considers enabled Build Settings scenes, preloaded assets, recognized Resources loading paths and Addressable entries when the Addressables Editor package is installed. It also traverses dependencies from saved prefabs and scenes outside Build Settings.


Use **Hide Unused Markers** to clear the overlays, and rerun the scan after changing references.


**Inspect references with greater context**


Direct references can include serialized line numbers and context when assets use readable text serialization. The shared dependency analyzer filters references belonging to proven orphaned prefab overrides.


**Understand the results**


An Unused marker means that the scan found no recognized use. Review marked assets before removing them, especially when your project uses dynamically generated paths, reflection, AssetBundles or custom loading systems.


Markers apply to supported assets under Assets. Scripts, assemblies, debugging symbols, assembly definitions and scenes are excluded from unused overlays. Markers are temporary and disappear on domain reload.


Both tools run locally in the Unity Editor. They do not delete, move or rewrite project assets.