What this is
A dead code & unused asset sweep β find things the project carries but never uses. Great first contribution: clearly scoped, objectively verifiable, and every removal makes the repo lighter.
Where to look
- C# dead code β unused classes/methods in the server projects and
client/Assets/BlocksBeyondTheStars/Scripts/ (an IDE like Rider/VS "find usages", or Roslyn analyzers, gets you far)
- Locale keys β entries in
data/locales/en.json / de.json that no code references
- Assets β textures, audio clips, prefabs in
client/Assets/ nothing points at
- Docs β stale developer docs describing behavior that no longer exists
β οΈ Known traps (things that look dead but aren't)
- Shaders loaded via
Shader.Find() have no asset reference and look unused β they are load-bearing and listed in m_AlwaysIncludedShaders. Don't report shaders without checking for Shader.Find calls.
- Locale keys built dynamically β some keys are constructed from prefixes at runtime; grep for the key's prefix before declaring it dead.
- Unity references are by GUID β scenes/prefabs reference assets invisibly to a filename grep; use Unity's own dependency tooling or check
.meta GUID references.
- Anything reached via reflection or config strings (mission/content type names).
Process
- Report first: post your candidate list here as a comment, grouped by category, each with the evidence ("0 references, checked Shader.Find / dynamic keys").
- After a thumbs-up, removal PRs β small and per-category, so CI and a client build can vet each one separately.
What this is
A dead code & unused asset sweep β find things the project carries but never uses. Great first contribution: clearly scoped, objectively verifiable, and every removal makes the repo lighter.
Where to look
client/Assets/BlocksBeyondTheStars/Scripts/(an IDE like Rider/VS "find usages", or Roslyn analyzers, gets you far)data/locales/en.json/de.jsonthat no code referencesclient/Assets/nothing points atShader.Find()have no asset reference and look unused β they are load-bearing and listed inm_AlwaysIncludedShaders. Don't report shaders without checking forShader.Findcalls..metaGUID references.Process