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unity-cleaner

unity-cleaner

Clean up and audit a Unity project

Independent GitHub snapshot · Automated classification · Original documentation governs

Documentation de la Skill

GitHub

name: unity-cleaner description: Clean up and audit a Unity project

Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Reducing project bloat
  • Hunting duplicate or orphaned assets
  • Auditing before a release
  • 给项目瘦身、排查重复或孤立资源、发布前审计

Unity Cleaner Skills

Safety: cleaner_delete_assets uses a two-step confirmToken handshake. Call without confirmToken to preview; call again with the returned token (5-minute TTL) to actually delete. There is no dryRun parameter.

Guardrails

Operating Mode (v1.9 three-tier):

  • Approval (default): all analyze/query skills (cleaner_find_unused_assets, cleaner_find_duplicates, cleaner_find_missing_references, cleaner_get_asset_usage, cleaner_find_empty_folders, cleaner_find_large_assets, cleaner_get_dependency_tree) are SemiAuto — run directly.
  • Auto / Bypass: SemiAuto and FullAuto run directly.
  • Auto-forbidden in this module: cleaner_delete_assets, cleaner_delete_empty_folders (both carry SkillOperation.Delete). In Approval/Auto these return MODE_FORBIDDEN — they are reachable only under Bypass mode or via a user-managed Allowlist entry; the grant flow does not unlock them.
  • cleaner_fix_missing_scripts is an Execute | Modify operation (it replaces missing component references with null in place, no asset deletion), so it does not trigger the NeverInSemi gate. In Auto / Bypass it runs directly; in Approval it still requires the standard grant handshake before execution.
  • cleaner_delete_assets additionally uses a two-step confirmToken handshake even when the mode gate allows it — preview first (no token), then confirm with the returned token (5-minute TTL).

DO NOT (common hallucinations):

  • cleaner_delete / cleaner_remove do not exist → cleaner skills only find/report; use asset_delete to actually remove
  • cleaner_fix does not exist → use cleaner_fix_missing_scripts specifically for missing script references
  • cleaner_scan / cleaner_find_unused do not exist → use specific skills: cleaner_find_unused_assets, cleaner_find_duplicates, cleaner_find_missing_references, cleaner_find_empty_folders, cleaner_find_large_assets

Routing:

  • To delete found assets → use asset module's asset_delete / asset_delete_batch
  • For project validation → use validation module

Skills Overview

SkillDescription
cleaner_find_unused_assetsFind assets not referenced by others
cleaner_find_duplicatesFind duplicate files by content hash
cleaner_find_missing_referencesFind missing scripts/asset references
cleaner_delete_assetsDelete assets via two-step confirmToken (preview → confirm)
cleaner_get_asset_usageFind what references a specific asset
cleaner_find_empty_foldersFind empty folders in the project
cleaner_find_large_assetsFind largest assets by file size
cleaner_delete_empty_foldersDelete all empty folders
cleaner_fix_missing_scriptsRemove missing script components from GameObjects
cleaner_get_dependency_treeGet dependency tree for an asset

Skills

cleaner_find_unused_assets

Find potentially unused assets of a specific type.

ParameterTypeRequiredDefaultDescription
assetTypestringNo"Material"Asset type filter
searchPathstringNo"Assets"Search path
limitintNo100Max results

Returns: {success, assetType, potentiallyUnusedCount, assets: [{path, name, type, sizeBytes}]}

# Find unused materials
result = call_skill("cleaner_find_unused_assets", assetType="Material")

# Find unused textures in a specific folder
result = call_skill("cleaner_find_unused_assets", 
    assetType="Texture2D", searchPath="Assets/Textures")

cleaner_find_duplicates

Find duplicate files by MD5 hash.

ParameterTypeRequiredDefaultDescription
assetTypestringNo"Texture2D"Asset type
searchPathstringNo"Assets"Search path
limitintNo50Max groups

Returns: {success, duplicateGroupCount, totalWastedBytes, totalWastedMB, groups: [{count, sizeBytes, wastedBytes, files}], skipped: [{path, reason}]} — skipped lists files that could not be read for hashing, so they are not silently missing from the groups.

# Find duplicate textures
result = call_skill("cleaner_find_duplicates", assetType="Texture2D")
print(f"Wasted space: {result['totalWastedMB']:.2f} MB")

cleaner_find_missing_references

Find components with missing scripts or null references.

ParameterTypeRequiredDefaultDescription
includeInactiveboolNotrueInclude inactive objects

Returns: {success, issueCount, missingScripts, missingReferences, issues: [{type, gameObject, path, ...}]}

# Scan for all missing references
result = call_skill("cleaner_find_missing_references")
print(f"Missing scripts: {result['missingScripts']}")
print(f"Missing references: {result['missingReferences']}")

cleaner_delete_assets

Delete specified assets with two-step confirmation.

⚠️ Safety First: Deletion requires TWO calls - first preview, then confirm.

Step 1 - Preview (no confirmToken):

ParameterTypeRequiredDescription
pathsstring[]No*Asset paths to delete

*Required for this preview step; omitted in Step 2, which deletes exactly the paths already captured by confirmToken.

Returns: {action: "preview", confirmToken, assetsToDelete, message}

Step 2 - Confirm (with confirmToken):

ParameterTypeRequiredDescription
confirmTokenstringYesToken from preview step

Returns: {action: "deleted", deletedCount, results}

# Step 1: Preview what will be deleted
preview = call_skill("cleaner_delete_assets", 
    paths=["Assets/Unused/mat1.mat", "Assets/Unused/mat2.mat"])
print(preview['message'])  # Shows: "⚠️ PREVIEW ONLY - 2 assets will be deleted..."
print(preview['assetsToDelete'])  # Full list with sizes

# Step 2: Confirm deletion using token (expires in 5 minutes)
if input("Proceed? (y/n): ") == 'y':
    result = call_skill("cleaner_delete_assets", 
        confirmToken=preview['confirmToken'])
    print(result['message'])  # "Successfully deleted 2 assets"

cleaner_get_asset_usage

Find what objects reference a specific asset.

ParameterTypeRequiredDescription
assetPathstringYesAsset path
limitintNoMax results (default 50)

Returns: {success, asset, usedByCount, usedBy: [{path, name, type}]}

# Check what uses a texture
result = call_skill("cleaner_get_asset_usage",
    assetPath="Assets/Textures/player.png")

cleaner_find_empty_folders

Find empty folders in the project.

ParameterTypeRequiredDefaultDescription
searchPathstringNo"Assets"Search path

Returns: { success, count, folders }

# Find empty folders
result = call_skill("cleaner_find_empty_folders")
print(f"Found {result['count']} empty folders")

cleaner_find_large_assets

Find largest assets by file size.

ParameterTypeRequiredDefaultDescription
searchPathstringNo"Assets"Search path
limitintNo20Max results
minSizeByteslongNo0Minimum file size in bytes

Returns: { success, count, assets: [{ path, sizeBytes, sizeMB }] }

# Find top 10 largest assets over 1 MB
result = call_skill("cleaner_find_large_assets", limit=10, minSizeBytes=1048576)
for a in result['assets']:
    print(f"{a['sizeMB']:.2f} MB - {a['path']}")

cleaner_delete_empty_folders

Delete all empty folders.

ParameterTypeRequiredDefaultDescription
searchPathstringNo"Assets"Search path

Returns: { success, deleted, total }

# Delete all empty folders
result = call_skill("cleaner_delete_empty_folders")
print(f"Deleted {result['deleted']} of {result['total']} empty folders")

cleaner_fix_missing_scripts

Remove missing script components from GameObjects.

ParameterTypeRequiredDefaultDescription
includeInactiveboolNotrueInclude inactive objects

Returns: { success, removedComponents }

# Remove all missing script components
result = call_skill("cleaner_fix_missing_scripts")
print(f"Removed {result['removedComponents']} missing script components")

cleaner_get_dependency_tree

Get dependency tree for an asset.

ParameterTypeRequiredDefaultDescription
assetPathstringYes-Asset path
recursiveboolNotrueRecursively resolve dependencies

Returns: { success, assetPath, dependencyCount, dependencies: [{ path, type }] }

# Get full dependency tree for a prefab
result = call_skill("cleaner_get_dependency_tree",
    assetPath="Assets/Prefabs/Player.prefab")
print(f"Dependencies: {result['dependencyCount']}")

Example Workflow: Clean Project

import unity_skills

# 1. Find all missing references and fix them
missing = unity_skills.call_skill("cleaner_find_missing_references")
for issue in missing['issues']:
    if issue['type'] == 'MissingScript':
        print(f"⚠️ Missing script on: {issue['path']}")

# 2. Find duplicate textures
dupes = unity_skills.call_skill("cleaner_find_duplicates", assetType="Texture2D")
if dupes['totalWastedMB'] > 10:
    print(f"🗑️ {dupes['totalWastedMB']:.1f} MB wasted on duplicates")

# 3. Find unused materials
unused = unity_skills.call_skill("cleaner_find_unused_assets", assetType="Material")
print(f"📦 {unused['potentiallyUnusedCount']} potentially unused materials")

# 4. Preview cleanup
paths_to_delete = [a['path'] for a in unused['assets'][:5]]
preview = unity_skills.call_skill("cleaner_delete_assets", 
    paths=paths_to_delete)
print(f"Would free: {preview['totalMB']:.2f} MB")
# To actually delete, call again with preview['confirmToken'] within 5 minutes.

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

Skills enregistrées