[{"data":1,"prerenderedAt":481},["ShallowReactive",2],{"blog-article-\u002Ftw\u002Fblog\u002Funity-library-folder-cleanup":3},{"id":4,"title":5,"author":6,"body":7,"category":462,"cover":463,"coverAlt":464,"description":465,"draft":466,"extension":467,"meta":468,"navigation":469,"path":470,"publishedAt":471,"seo":472,"stem":473,"tags":474,"topics":477,"translationKey":479,"updatedAt":471,"__hash__":480},"articles_tw\u002Ftw\u002Fblog\u002Funity-library-folder-cleanup.md","Unity 的 Library 資料夾可以刪除嗎","Harry",{"type":8,"value":9,"toc":453},"minimark",[10,30,41,46,49,60,66,90,93,116,137,145,149,173,179,184,228,231,236,319,329,348,358,361,374,380,383,399,403,409,412,423,436,445],[11,12,13,17,18,22,23],"p",{},[14,15,16],"strong",{},"可以，但要先儲存工作、關閉 Unity 專案，並確認原始資源與設定完整。"," 一般情況下，專案裡的 ",[19,20,21],"code",{},"Library"," 存放的是 Unity 產生的內部資源資料。刪除後，下次開啟專案會重新產生資料，也需要重新匯入資源。整理不常使用的舊專案時，可以視需要清理，不必每天清空。",[24,25,29],"a",{"href":26,"rel":27},"https:\u002F\u002Fdocs.unity3d.com\u002F6000.0\u002FDocumentation\u002FManual\u002FImportingAssets.html",[28],"nofollow","Unity 資源匯入說明",[11,31,32,33,37,38,40],{},"電腦裡留著好幾個 Unity 專案時，可以先用 ",[24,34,36],{"href":35},"\u002Ftw","MangoDisk"," 的深度清理，集中查看已辨識專案的產物路徑與大小，再決定哪些舊專案的 ",[19,39,21],{}," 值得清。免費開源，不必註冊或登入，掃描在本機完成。",[42,43,45],"h2",{"id":44},"用-mangodisk-比較舊專案的占用","用 MangoDisk 比較舊專案的占用",[11,47,48],{},"手動處理一個專案並不難；專案多了，麻煩的是逐一找資料夾、查看大小，再分清哪些還在開發。MangoDisk 會集中列出辨識到的 Unity 產物，展開後可以依個別路徑選取，不必一次清掉所有專案。",[11,50,51],{},[52,53],"img",{"alt":54,"decoding":55,"height":56,"loading":57,"src":58,"width":59},"MangoDisk Windows 版深度清理，依分類查看路徑、大小與清理選項","async",1171,"lazy","https:\u002F\u002Fassets.mangodisk.app\u002Fimages\u002Fscreenshots\u002Fwindows\u002Ftw\u002Flight-01-deep-cleanup.jpg",1746,[11,61,62],{},[63,64,65],"em",{},"上圖為深度清理介面示意，實際列出的專案依掃描結果而定。",[11,67,68,69,73,74,77,78,81,82,85,86,89],{},"開啟",[24,70,72],{"href":71},"\u002Ftw\u002Fdocs\u002Ffeatures\u002Fdeep-clean","深度清理","，執行",[14,75,76],{},"標準掃描","，在",[14,79,80],{},"專案建置產物","中查看 ",[14,83,84],{},"Unity 建置產物","。專案放在其他磁碟時，可從掃描按鈕旁的",[14,87,88],{},"選擇磁碟","加入該磁碟。",[11,91,92],{},"準備清理時：",[94,95,96,100,103,113],"ol",{},[97,98,99],"li",{},"依專案路徑比較大小，找出近期不打算繼續開發的舊專案。",[97,101,102],{},"儲存場景與程式碼，停止建置，結束 Unity Editor；確認重要資源、設定及自行修改的內容已備份。",[97,104,105,106,109,110,112],{},"選擇",[14,107,108],{},"全部取消選取","，展開 Unity 項目，只勾選檢查過的舊專案 ",[19,111,21],{}," 路徑。",[97,114,115],{},"檢查選取路徑與預估可釋放空間，再確認清理。",[11,117,118,136],{},[14,119,120,121,124,125,124,128,131,132,135],{},"Unity 項目也可能包含 ",[19,122,123],{},"Temp","、",[19,126,127],{},"Obj",[19,129,130],{},"Logs"," 和 ",[19,133,134],{},"MemoryCaptures","，不要為了清 Library 就把整組全選。"," 記憶體快照和記錄是否還有用途，要另外判斷。",[11,138,139,140,144],{},"Unity 建置產物預設不勾選，單純掃描也不會刪除檔案。確認執行後，MangoDisk 會永久刪除所選內容，不經過資源回收筒或垃圾桶；還原限制見",[24,141,143],{"href":142},"\u002Ftw\u002Fdocs\u002Fsafety","安全清理指南","。清理前請自行確認 Unity 已結束、建置已停止，不要只依賴清理畫面上的提示。",[42,146,148],{"id":147},"library-的位置與空間占用","Library 的位置與空間占用",[11,150,151,152,154,155,158,159,124,162,124,165,168,169,172],{},"這裡說的 ",[19,153,21],{}," 位於 ",[14,156,157],{},"Unity 專案根目錄","，與 ",[19,160,161],{},"Assets",[19,163,164],{},"Packages",[19,166,167],{},"ProjectSettings"," 並列。它不是 Mac 使用者目錄下的 ",[19,170,171],{},"~\u002FLibrary","，不要只因名稱相同，就刪除其他位置的資料夾。",[11,174,175,176,178],{},"Unity 會將原始資源轉換成適合編輯器與目標平台使用的內部資料，存放在專案的 ",[19,177,21],{}," 裡。每個專案都有自己的這份資料，所以即使程式碼沒有增加多少，多個專案留下的快取仍值得檢查。",[11,180,181,183],{},[19,182,21],{}," 很大，不一定代表出了問題。對每天開啟的專案，這些資料能省去重複匯入的工作；清掉後，再開啟又會產生。要釋放多少空間、下次願意花多少時間重新匯入，最好一起考慮。",[185,186,187,200],"table",{},[188,189,190],"thead",{},[191,192,193,197],"tr",{},[194,195,196],"th",{},"專案狀況",[194,198,199],{},"清理建議",[201,202,203,212,220],"tbody",{},[191,204,205,209],{},[206,207,208],"td",{},"很久沒開啟的練習、展示或舊版專案",[206,210,211],{},"確認備份後，優先查看 Library 是否占了值得清理的空間",[191,213,214,217],{},[206,215,216],{},"近期還要繼續開發、測試或建置",[206,218,219],{},"通常先保留快取，避免反覆重新匯入",[191,221,222,225],{},[206,223,224],{},"Library 裡放過個人檔案，或直接改過套件原始碼",[206,226,227],{},"先保留自行修改的內容，不直接當快取刪除",[42,229,230],{"id":230},"哪些資料夾要保留",[11,232,233,235],{},[19,234,21],{}," 可以重新產生，不代表專案根目錄裡的其他內容也能刪除。",[185,237,238,248],{},[188,239,240],{},[191,241,242,245],{},[194,243,244],{},"內容",[194,246,247],{},"處理方式",[201,249,250,259,272,281,290,301,310],{},[191,251,252,256],{},[206,253,254],{},[19,255,21],{},[206,257,258],{},"關閉專案，確認可重新產生且沒有自行保存的內容後，視需要清理",[191,260,261,269],{},[206,262,263,265,266],{},[19,264,161],{}," 與對應的 ",[19,267,268],{},".meta",[206,270,271],{},"保留，包含專案資源、指令碼及資源識別資訊等資料",[191,273,274,278],{},[206,275,276],{},[19,277,164],{},[206,279,280],{},"保留，包含相依套件設定，也可能有嵌入套件原始碼",[191,282,283,287],{},[206,284,285],{},[19,286,167],{},[206,288,289],{},"保留，包含專案設定",[191,291,292,298],{},[206,293,294,124,296],{},[19,295,123],{},[19,297,127],{},[206,299,300],{},"分別確認用途與專案狀態，不必隨著 Library 一起刪除",[191,302,303,307],{},[206,304,305],{},[19,306,130],{},[206,308,309],{},"排查問題時保留；舊記錄也可能有用",[191,311,312,316],{},[206,313,314],{},[19,315,134],{},[206,317,318],{},"保留仍有用途的記憶體快照，不當作可自動重建的快取",[11,320,321,323,324],{},[19,322,268],{}," 檔案看似不起眼，卻保存資源識別與匯入相關資訊，要和資源一起保留。",[24,325,328],{"href":326,"rel":327},"https:\u002F\u002Fdocs.unity3d.com\u002F6000.0\u002FDocumentation\u002FManual\u002FAssetMetadata.html",[28],"Unity 資源中繼資料說明",[11,330,331,332,339,340,342,343],{},"另一個容易漏掉的情況是 ",[14,333,334,335,338],{},"直接修改過 ",[19,336,337],{},"Library\u002FPackageCache"," 裡的套件原始碼","。清理前先保存這些修改。Unity 官方的 URP 修改流程，是將套件從快取複製到專案的 ",[19,341,164],{}," 中，再修改嵌入套件，不要把自行修改的內容只留在快取裡。",[24,344,347],{"href":345,"rel":346},"https:\u002F\u002Fdocs.unity3d.com\u002F6000.0\u002FDocumentation\u002FManual\u002Furp\u002Fcustomize\u002Fmodify-urp-source-code.html",[28],"Unity 修改 URP 原始碼說明",[11,349,350,352,353],{},[19,351,134],{}," 又是另一類資料。Unity Memory Profiler 會在這裡保存擷取或匯入的記憶體快照，用來分析、比較當時的記憶體使用情況。重新開啟專案，不會替你重建同一份歷史快照。",[24,354,357],{"href":355,"rel":356},"https:\u002F\u002Fdocs.unity3d.com\u002FPackages\u002Fcom.unity.memoryprofiler@1.1\u002Fmanual\u002Fsnapshot-capture.html",[28],"Memory Profiler 快照說明",[42,359,360],{"id":360},"單一專案也可以手動清理",[11,362,363,364,124,366,131,368,370,371,373],{},"儲存工作、結束 Unity 後，在 Windows 檔案總管或 Mac Finder 中開啟專案根目錄。確認同一層有 ",[19,365,161],{},[19,367,164],{},[19,369,167],{},"，在 Windows 查看 ",[19,372,21],{}," 的「內容」，或在 Finder 選擇「顯示簡介」，確認資料夾大小是否值得處理。",[11,375,376,377,379],{},"完成備份並確認內容後，只移除這個專案的 ",[19,378,21],{},"，保留其他資料夾。想先保留還原機會，可以移到資源回收筒或垃圾桶；其中的副本仍會占空間，之後要釋放容量，還需要處理這份副本。",[11,381,382],{},"一個專案用檔案總管或 Finder 就能處理；需要比較多個舊專案時，MangoDisk 能集中顯示候選路徑與大小，讓你逐項選取。",[11,384,385,386,124,389,131,391,393,394],{},"MangoDisk 沒列出某個專案，不代表它沒有可清理的產物。目前 Unity 規則透過 ",[19,387,388],{},"Assembly-CSharp.csproj",[19,390,161],{},[19,392,167],{}," 辨識專案；缺少這些標記，或資料夾不在本次掃描範圍內，都可能沒有結果。可以先用磁碟空間分析查看實際目錄，不必為了讓清理工具辨識而修改專案。",[24,395,398],{"href":396,"rel":397},"https:\u002F\u002Fgithub.com\u002Fharry0703\u002FMangoDisk\u002Fblob\u002Fv1.1.6\u002Fsrc-tauri\u002Fcrates\u002Fmangodisk-core\u002Frules\u002Fproject-artifacts\u002Funity.toml",[28],"MangoDisk Unity 清理規則",[42,400,402],{"id":401},"清理後-library-又變大了","清理後 Library 又變大了",[11,404,405,406,408],{},"重新開啟專案後，Unity 會產生新的 ",[19,407,21],{},"。這是正常行為：清理移除了原本的快取，沒有改變專案對這些資料的需求。",[11,410,411],{},"第一次重新開啟可能要花更多時間匯入資源。先等匯入完成，再檢查場景、資源參照與建置情況。不要為了讓資料夾一直保持很小而反覆清空，也別把清 Library 當成能解決所有 Unity 錯誤的方法。",[11,413,414,415,419,420,422],{},"清理後磁碟還是很滿，可以用 MangoDisk 的",[24,416,418],{"href":417},"\u002Ftw\u002Fdocs\u002Ffeatures\u002Fdisk-analysis","磁碟空間分析","找出真正大的資料夾。占用也可能來自原始素材、舊安裝檔或其他工具的建置產物。",[19,421,161],{}," 很大時，要判斷哪些素材仍被專案使用，不能套用快取的清理方式。",[11,424,425,426,430,431,435],{},"其他開發工具可分別參考 ",[24,427,429],{"href":428},"\u002Ftw\u002Fblog\u002Fclear-gradle-cache","Gradle 快取清理","和 ",[24,432,434],{"href":433},"\u002Ftw\u002Fblog\u002Fcargo-cache-vs-target-folder","Cargo 快取與 target 的差異","。用途不同的資料，依實際路徑分別處理。",[11,437,438,441,442,444],{},[24,439,440],{"href":35},"下載 MangoDisk","，先比較舊專案的產物占用，再選取值得清理的 ",[19,443,21],{},"。還在開發的專案，以及仍需使用的診斷資料，可以繼續保留。",[11,446,447,448,452],{},"延伸閱讀：",[24,449,451],{"href":450},"\u002Ftw\u002Fblog\u002Ftopics\u002Fdeveloper-cleanup","開發者磁碟清理指南","。",{"title":454,"searchDepth":455,"depth":455,"links":456},"",2,[457,458,459,460,461],{"id":44,"depth":455,"text":45},{"id":147,"depth":455,"text":148},{"id":230,"depth":455,"text":230},{"id":360,"depth":455,"text":360},{"id":401,"depth":455,"text":402},"開發者磁碟清理","\u002Fimages\u002Fblog\u002Funity-library-folder-cleanup.webp","Unity 標誌旁的刷子掃走灰色快取方塊，另一側的橘色專案資料夾保留程式碼、資源與設定","用 MangoDisk 比較 Unity 舊專案的 Library 占用，依路徑清理快取，保留資源、設定與記憶體快照，並了解重新匯入的影響。",false,"md",{},true,"\u002Ftw\u002Fblog\u002Funity-library-folder-cleanup","2026-10-08T11:45:00+08:00",{"title":5,"description":465},"tw\u002Fblog\u002Funity-library-folder-cleanup",[475,476,80],"Unity Library 刪除","Unity 專案",[478],"developer-cleanup","article-unity-library-folder-cleanup","FW-zDplZ7AQZNf-Hy_cv27_NyHZ5pnL7iRVOhNCnHfk",1792636707504]