private void loadEditorLog() { m_newBuildReady = false; m_ProjectFolderList.Clear(); m_BuildLog = AssetHunterHelper.AnalyzeBuildLog(); if (m_BuildLog.IsEmpty()) { m_BuildLogLoaded = false; return; } else { m_BuildLogLoaded = true; } List <string> usedPrefabsInScenes = AssetReader.GetPrefabsFromSceneFiles(AssetReader.GetEnabledScenesInBuild(), out m_assetSceneDependencies); m_BuildLog.AddPrefabs(usedPrefabsInScenes); m_BuildLog.AddPlatformSpecificAssets(); AssetHunterHelper.PopulateUnusedList(m_BuildLog, m_unusedTypeDict); refreshUnusedAssets(); }