e42760e7d0
Assets/ 14 GB -> 5.5 GB. - Assets/BefourStudios DELETED (8.2 GB). Transitive-closure reachability from every project scene, prefab and settings asset found exactly FOUR reachable files in the whole pack — four textures. Relocated them to Assets/_Project/Textures/Env via AssetDatabase.MoveAsset with the GUIDs verified preserved, then removed the pack. It was HDRP art for a direction DR-051 deleted; re-downloadable from the Asset Store. (3.3 GB of that was gitignored .unitypackage archives git rm could not see — removed separately.) - 92 vendor demo/gallery/overview scenes deleted (294 MB). They are the ten largest tracked blobs in the repo, stored as non-LFS YAML that Unity must parse and index on every database rebuild. Build settings reference only MainMenu and Game. - com.shadercrew.the-toon-shader.3d + .core removed (132 MB embedded, referenced by nothing). - Assets/Screenshots (182 PNGs, 22 MB) moved to the gitignored _visual_scratch/ — Unity was importing them as textures. - manifest: dropped com.unity.ai.navigation and com.unity.cinemachine (zero references — no NavMesh assets, no Cinemachine in any scene). Pinned com.coplaydev.unity-mcp to a SHA instead of #main; that floating branch ref silently re-resolving IS what the dirty packages-lock.json was, and it means two machines can run different bridge versions while both match the committed manifest. KEPT after checking, against the audit's suggestion: visualeffectgraph (27 .vfx assets) and timeline (213 .playable) are genuinely used. And I RESTORED com.unity.ai.assistant + com.unity.ai.inference after removing them left half the AI Toolkit resolved in Library/PackageCache and crashed two AssetImportWorkers on domain reload — editor-only tooling is not worth destabilising the install for. Verified after: 0 compile errors, 304/304 green, DevSandbox plays with the player, an enemy, live socket stats and no leaked RPCs. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
118 lines
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118 lines
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