gamedev-unity/skills/unity-skills/skills/cleaner/SKILL.md
Clean up and audit a Unity project — find unused assets, content-hash duplicates, missing references, and empty folders. Use when reducing project bloat, hunting duplicate or orphaned assets, or auditing before a release, even if the user just says "清理项目" or "瘦身". 清理与审计 Unity 工程(查找未使用资源、内容哈希重复项、丢失引用、空文件夹);当用户要给项目瘦身、排查重复或孤立资源、或发布前审计时使用。
npx skillsauth add bernatmv/ai-rules unity-cleanerInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Safety:
cleaner_delete_assetsuses a two-step confirmToken handshake. Call withoutconfirmTokento preview; call again with the returned token (5-minute TTL) to actually delete. There is nodryRunparameter.
Operating Mode (v1.9 three-tier):
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.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 removecleaner_fix does not exist → use cleaner_fix_missing_scripts specifically for missing script referencescleaner_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_assetsRouting:
asset module's asset_delete / asset_delete_batchvalidation module| Skill | Description |
|-------|-------------|
| cleaner_find_unused_assets | Find assets not referenced by others |
| cleaner_find_duplicates | Find duplicate files by content hash |
| cleaner_find_missing_references | Find missing scripts/asset references |
| cleaner_delete_assets | Delete assets via two-step confirmToken (preview → confirm) |
| cleaner_get_asset_usage | Find what references a specific asset |
| cleaner_find_empty_folders | Find empty folders in the project |
| cleaner_find_large_assets | Find largest assets by file size |
| cleaner_delete_empty_folders | Delete all empty folders |
| cleaner_fix_missing_scripts | Remove missing script components from GameObjects |
| cleaner_get_dependency_tree | Get dependency tree for an asset |
Find potentially unused assets of a specific type.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| assetType | string | No | "Material" | Asset type filter |
| searchPath | string | No | "Assets" | Search path |
| limit | int | No | 100 | Max 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")
Find duplicate files by MD5 hash.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| assetType | string | No | "Texture2D" | Asset type |
| searchPath | string | No | "Assets" | Search path |
| limit | int | No | 50 | Max groups |
Returns: {success, duplicateGroupCount, totalWastedBytes, totalWastedMB, groups: [{count, sizeBytes, wastedBytes, files}]}
# Find duplicate textures
result = call_skill("cleaner_find_duplicates", assetType="Texture2D")
print(f"Wasted space: {result['totalWastedMB']:.2f} MB")
Find components with missing scripts or null references.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| includeInactive | bool | No | true | Include 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']}")
Delete specified assets with two-step confirmation.
⚠️ Safety First: Deletion requires TWO calls - first preview, then confirm.
Step 1 - Preview (no confirmToken):
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| paths | string[] | Yes | Asset paths to delete |
Returns: {action: "preview", confirmToken, assetsToDelete, message}
Step 2 - Confirm (with confirmToken):
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| confirmToken | string | Yes | Token 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"
Find what objects reference a specific asset.
| Parameter | Type | Required | Description |
|-----------|------|----------|-------------|
| assetPath | string | Yes | Asset path |
| limit | int | No | Max 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_foldersFind empty folders in the project.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| searchPath | string | No | "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_assetsFind largest assets by file size.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| searchPath | string | No | "Assets" | Search path |
| limit | int | No | 20 | Max results |
| minSizeBytes | long | No | 0 | Minimum 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_foldersDelete all empty folders.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| searchPath | string | No | "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_scriptsRemove missing script components from GameObjects.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| includeInactive | bool | No | true | Include 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_treeGet dependency tree for an asset.
| Parameter | Type | Required | Default | Description |
|-----------|------|----------|---------|-------------|
| assetPath | string | Yes | - | Asset path |
| recursive | bool | No | true | Recursively 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']}")
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 names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.
development
Keyword research and validation with real search-demand data — never ship keywords from intuition alone. Probes Google Autocomplete per language (free, no account) to prove demand and discover the exact phrasing people type, checks SERPs for winnability, and uses Keyword Planner/Ahrefs/Semrush exports when the user has access. Activates when: choosing or reviewing SEO keywords, meta keywords, page titles, article topics or slugs, landing page copy targeting search, App Store/ASO keyword fields, multilingual keyword sets, 'what should we rank for', 'keyword analysis', or auditing why a page doesn't rank. Also invoke it as a validation pass whenever another skill or task produces a keyword list.
development
Automate YooAsset hot-update and asset bundles — build bundles, run Editor simulate builds, manage Collector groups, analyze BuildReport, and validate runtime. Use when building or simulating YooAsset bundles, configuring collectors, or validating hot-update assets, even if the user just says "热更" or "打AB包". 自动化 YooAsset 热更新与资源包(构建 bundle、编辑器模拟构建、管理 Collector 分组、分析 BuildReport、运行时校验);当用户要构建或模拟 YooAsset 资源包、配置 collector、或校验热更资源时使用。
development
Source-anchored design rules for YooAsset v2.3.18 — initialization, default-package shortcuts, play modes, asset handles, loading, updates, filesystem, build, and pitfalls. Use when writing or reviewing YooAsset code, initializing packages, loading assets via handles, setting up hot-update/download, or choosing a play mode, even if the user just says "热更" or "资源包". 为 YooAsset v2.3.18 提供源码锚定的设计规则(初始化、默认包快捷方式、运行模式、资源句柄、加载、更新、文件系统、构建、陷阱);当用户要编写或审查 YooAsset 代码、初始化 package、用句柄加载资源、配置热更/下载、或选择运行模式时使用。
data-ai
Last-resort guidance for safely hand-editing Unity serialized YAML (.unity/.prefab/.asset/.meta/ProjectSettings) — reference/fileID repair, GUID safety, and merge-conflict fixes. Use when REST cannot reach the change and YAML must be hand-edited — fixing m_Script GUIDs, broken fileID references, .meta files, or merge conflicts, even if the user just says "场景文件打不开" or "引用丢了". 安全手编 Unity 序列化 YAML(.unity/.prefab/.asset/.meta/ProjectSettings)的最后手段(引用/fileID 修复、GUID 安全、合并冲突修复);当 REST 无法触达、必须手编 YAML 时使用——修复 m_Script GUID、断裂 fileID 引用、.meta 文件或合并冲突。