Safe Delete
beginner conceptsEditor Doctor Pro · Core Concepts
Safe Delete
Safe Delete is the cleanup workflow. The window contract is simple: anything you see in the list deletes safely. EDP only surfaces assets it can prove are unreachable from every build root, every prefab, every scene and every addressable group. Reachable, referenced or protected assets never make it to the public surface.
Open it from Window > Kronnect > Editor Doctor Pro > Safe Delete.
.EditorDoctor/Trash/ with full restore. The Trash is gitignored and lives outside your project's Assets tree.
How the list is built
The scanner builds an index of every asset under Assets/ and walks dependencies in three layers:
- Build roots. Every scene in Build Settings, every asset under any
Resources/folder, every Addressables group entry, every asset bundle assignment, and every reference from project settings (default skybox, lightmap settings, render pipeline asset, etc.). - Reachability. Starting from build roots, the scanner walks the AssetDatabase dependency graph. Anything reachable from any root is excluded from the candidate list.
- Protection rules. Settings-level whitelist of paths or check-id scopes that should never be candidates regardless of reachability (configurable in Settings > Safe Delete).
The remaining set - assets that are not reachable, not referenced and not protected - is the candidate list.
Render pipeline coverage
The build-root walker handles the full set of URP and HDRP entry points: UniversalRenderPipelineAsset, ScriptableRendererData, Renderer Features, Volume Profiles, Volume Components, custom render passes. Built-in render pipeline scenes are walked through the standard Lighting Settings and graphics settings paths. Zero false positives are the launch contract.
Window layout
- Header - Run Scan primary button, Include All Scenes toggle (folds in scenes not in Build Settings, conservative scope), candidate count, total reclaimable disk size.
- Filter bar - text search, type chip (Material / Shader / Prefab / Texture / Audio / Mesh / Scene / Other), file-size column toggle.
- Candidates table - one row per asset with Type, Name, Size, Path. Click to ping the asset, double-click to open it.
- Action toolbar - Move to Trash for the current selection, Open Trash to view / restore previously deleted entries, Export CSV for review.
Moving to Trash
Select one or more rows and click Move to Trash. A confirmation dialog lists every asset that will be moved. On accept, EDP:
- Moves the asset and its
.metasidecar atomically into.EditorDoctor/Trash/<timestamp>/. - If the meta-move fails for any reason, EDP rolls the asset move back so you never end up with a half-moved asset.
- Records the operation in the Action History journal.
- Refreshes the AssetDatabase.
Restoring
Open Window > Kronnect > Editor Doctor Pro > Trash at any time to see every entry that has ever been moved. Pick an asset and click Restore; EDP moves the asset back to its original path. Conflicts (if something else now occupies that path) are surfaced row-by-row so you can decide.
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