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Asset Audit preview
Unity

Asset Audit

By Plumbline

$35

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $24.50. The latest store price is $35.

Recorded prices for Asset Audit 4 price observations from Oct 13, 2026 to Nov 2, 2026. Lowest recorded price $24.50. Exact dates and prices are listed below. $0.00 $17.50 $35.00 Oct 13, 2026: $24.50. Unity New Release Discount 2026-10-13 2026-10-27 Oct 13, 2026: $24.50. Unity New Release Discount 2026-10-13 2026-10-27 Oct 13, 2026: $35. Unity First Price 2026-10-13 2026-10-13 Nov 2, 2026: $35. Latest store price Oct 13, 2026 Nov 2, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$35Latest store price
$35Unity First Price 2026-10-13 2026-10-13
$24.50Unity New Release Discount 2026-10-13 2026-10-27
$24.50Unity New Release Discount 2026-10-13 2026-10-27

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Asset Audit

  • Tools, Systems & Learning > Development Tools & Automation
Unity projects collect assets nothing points at any more: textures from a pack imported for one prop, audio that got replaced, models from an experiment. They ship with your build and slow down every import.

Asset Audit finds them. It is built on one rule: it will not call an asset dead unless it can prove it.

THREE ANSWERS, NOT TWO

Unity can load an asset from a string. Resources.Load takes a path, Shader.Find takes a name, Addressables take a key. None of those leave a trail a scanner can follow. Tools that sort every asset into "used" or "unused" report those as unused, and people delete live content.

In use Something reaches it. Cannot be selected for removal.
Needs review It might be dead, but that cannot be proven. Your call.
Unused Nothing in the project reaches it. Safe to remove.

Every finding states the reason it landed where it did, so you can disagree on the evidence rather than on trust.

REMOVAL YOU CAN UNDO

Nothing is deleted. Selected assets move out of Assets/ into a timestamped quarantine folder that keeps their original layout, with their .meta files and a manifest of what was taken. Restoring is a move back, not a recovery. Exactly one action deletes anything permanently, and it says so first.

Removal refuses what it should never touch: assets in use, folders, package assets, and any scene the editor is holding open. Scanning stops if a scene has unsaved changes, because an audit reads what is saved on disk. Version control state is checked before anything moves.

WHAT IT ALSO FINDS

- Broken references, naming the assets still pointing at them
- Addressables entries whose asset is gone, naming the group to fix
- Orphaned .meta files
- Assets Unity stores as binary, whose references cannot be read

WHEN IT CANNOT KNOW

- Names assembled at runtime. ProjectSettings/AssetAuditIgnore.txt marks paths the audit must leave alone, and treats them as roots so what they reference is protected too.
- Sub-assets. Verdicts are per file.
- Scenes outside Build Settings are unused, and so is their baked lighting.

REQUIREMENTS

Unity 2022.3 LTS or newer. Any render pipeline. Editor only — nothing from this package ends up in your build.

Written with the assistance of AI tooling, reviewed and tested by hand.

Unity price last checked .

Prices and availability may change.