Your first cleanup
This walkthrough uses the built-in Safe Basic 3D preset. It does not require AI or an imported Sample.
1. Prepare the Source
Section titled “1. Prepare the Source”Allow Unity to finish importing the vendor pack. The selected Source:
- must already exist;
- must be an
Assets/...child folder; - cannot be
Assetsitself; - cannot be the quarantine folder;
- must not contain the Profile or its output destination.
Example:
Assets/└── Imports/ └── EnvironmentPack/2. Create a Profile
Section titled “2. Create a Profile”-
Open Tools → CoCo Asset Flow → Profile Editor.
-
Choose Use Safe Basic 3D.
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Review the ordered rules.
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Save the Profile to the recommended path:
Assets/CoCoAssetFlow/Profiles/Default.cleanup.json
The preset exists only in Editor memory until you explicitly save it.
Safe Basic 3D handles common Textures, Materials, Prefabs, and FBX assets conservatively. It does not delete content, strip Prefab components, change FBX clips, convert Shaders, or interpret unknown business assets.
3. Build a read-only Preview
Section titled “3. Build a read-only Preview”- Open Tools → CoCo Asset Flow → Cleanup Runner.
- Select the vendor-pack folder as Source Folder.
- Select the saved Profile.
- Choose Validate + Preview.
Preview scans the Source and writes JSON evidence outside Assets. It does not move, rename, delete, or change any Unity asset.
4. Review the Dry Run
Section titled “4. Review the Dry Run”Before Apply, confirm:
- the total asset count is plausible;
- every changed asset has the intended target path;
- naming changes follow your repository convention;
- Texture setting changes are appropriate;
- no asset is unexpectedly scheduled for Delete;
- Warning groups are understood;
- Blocker count is zero;
- Unsupported count is zero;
- the displayed Plan ID belongs to the current Source and Profile.
Warnings and Blockers
Section titled “Warnings and Blockers”A Warning requires review but does not automatically prevent Apply. Examples include unchanged unknown Texture settings or possible Unity reserialization.
A Blocker prevents Apply. Common causes include unmatched assets, path collisions, unsafe destinations, invalid Regex, and unresolved FBX Material bindings.
Do not remove a Blocker by making a broad catch-all rule unless that rule truly represents your project convention.
5. Apply and verify
Section titled “5. Apply and verify”When the Preview is correct:
- Select Confirm Apply + Verify or Apply with N warnings + Verify.
- Read the confirmation dialog.
- Confirm the exact Plan ID.
- Keep Unity open until the operation finishes.
Apply revalidates Source, Profile, and Plan before writing. Delete items are moved to quarantine first. Final deletion happens only after verification.
Expected successful result
Section titled “Expected successful result”- Each source asset is moved or explicitly deleted.
- The Source root folder remains but contains zero assets.
- Asset GUIDs are preserved for moved assets.
- Material and Texture references remain valid.
- Declared importer, Prefab, and FBX changes match the plan.
- The generated JSON Report records the result.
- A second plan contains zero changes.
If Apply fails before Delete commit, the Executor attempts to restore paths, settings, generated assets, references, and quarantine state.
Next steps
Section titled “Next steps”- Learn the Profile Editor.
- Learn the Cleanup Runner.
- Compare Safe Basic 3D and Common 3D Pack.