asset-hunter-pro

Asset Hunter Pro — unused asset detection, dependency graph, duplicate finder, project cleanup automation for Unity

SKILL.md

GitHub

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.

Quick Reference

Feature Menu Path Key Class
Unused Assets Window/Asset Hunter PRO/Asset Hunter PRO AH_Window
Dependency Graph Window/Asset Hunter PRO/Dependency Graph AH_DependencyGraphWindow
Duplicate Finder Window/Asset Hunter PRO/Duplicate Assets AH_DuplicateWindow
Settings Window/Asset Hunter PRO/Settings AH_SettingsWindow

Core Workflow

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

Exclusion System (5 Categories)

Category Example Use Case
Paths Assets/Plugins/ Third-party folders
Types MonoScript Scripts (common false positive)
Extensions .shader, .cginc Shader includes
Files Assets/Resources/config.json Specific files
Folders Editor, Gizmos Unity special folders

Programmatic API

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.

MCP Integration

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

Critical Gotchas

  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

  • references/workflow-guide.md — Scan, clean, CI integration steps
  • references/api-reference.md — Public classes and methods
  • references/gotchas.md — Known issues and workarounds

Security

  • 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