[{"data":1,"prerenderedAt":483},["ShallowReactive",2],{"blog-article-\u002Fzh\u002Fblog\u002Funity-library-folder-cleanup":3},{"id":4,"title":5,"author":6,"body":7,"category":464,"cover":465,"coverAlt":466,"description":467,"draft":468,"extension":469,"meta":470,"navigation":471,"path":472,"publishedAt":473,"seo":474,"stem":475,"tags":476,"topics":479,"translationKey":481,"updatedAt":473,"__hash__":482},"articles_zh\u002Fzh\u002Fblog\u002Funity-library-folder-cleanup.md","Unity 的 Library 文件夹可以删除吗","Harry",{"type":8,"value":9,"toc":455},"minimark",[10,30,41,46,49,60,66,90,93,116,137,145,149,173,179,185,229,232,238,321,331,350,360,363,376,382,385,401,405,411,414,425,438,447],[11,12,13,17,18,22,23],"p",{},[14,15,16],"strong",{},"可以，但要先保存工作、关闭 Unity 项目，并确认原始资源和配置完整。"," 正常情况下，项目里的 ",[19,20,21],"code",{},"Library"," 保存的是 Unity 生成的内部资源数据；删除后，下次打开项目会重新生成，也需要重新导入资源。它适合在整理旧项目时按需清理，不适合每天清空。",[24,25,29],"a",{"href":26,"rel":27},"https:\u002F\u002Fdocs.unity3d.com\u002F6000.0\u002FDocumentation\u002FManual\u002FImportingAssets.html",[28],"nofollow","Unity 资源导入说明",[11,31,32,33,37,38,40],{},"如果电脑上留着多个 Unity 项目，用 ",[24,34,36],{"href":35},"\u002Fzh","MangoDisk"," 的深度清理，可以集中查看已识别项目的产物路径和大小，再选择哪些旧项目的 ",[19,39,21],{}," 值得清。免费开源，无需注册或登录，扫描在本地完成。",[42,43,45],"h2",{"id":44},"用-mangodisk-比较旧项目的占用","用 MangoDisk 比较旧项目的占用",[11,47,48],{},"手动清理一个项目并不复杂；项目多了，麻烦的是逐个找文件夹、查看大小，再分清哪些还在开发。MangoDisk 会把识别到的 Unity 产物集中列出来，展开后可以按具体路径选择，不必把所有项目一起清掉。",[11,50,51],{},[52,53],"img",{"alt":54,"decoding":55,"height":56,"loading":57,"src":58,"width":59},"MangoDisk Windows 版深度清理界面，按类别查看路径和占用并选择清理内容","async",1233,"lazy","https:\u002F\u002Fassets.mangodisk.app\u002Fimages\u002Fscreenshots\u002Fwindows\u002Fzh\u002Flight-01-deep-cleanup.jpg",1838,[11,61,62],{},[63,64,65],"em",{},"上图为深度清理界面示例，实际显示的项目取决于扫描结果。",[11,67,68,69,73,74,77,78,81,82,85,86,89],{},"打开",[24,70,72],{"href":71},"\u002Fzh\u002Fdocs\u002Ffeatures\u002Fdeep-clean","深度清理","，完成",[14,75,76],{},"标准扫描","，在",[14,79,80],{},"项目构建产物","中查看 ",[14,83,84],{},"Unity 构建产物","。项目放在其他磁盘时，可以通过扫描按钮旁的",[14,87,88],{},"选择磁盘","加入对应磁盘。",[11,91,92],{},"准备清理时：",[94,95,96,100,103,113],"ol",{},[97,98,99],"li",{},"先按项目路径比较占用，找出暂时不会继续开发的旧项目。",[97,101,102],{},"保存场景和代码，停止构建，退出 Unity Editor；确认重要资源、配置和自有修改已备份。",[97,104,105,106,109,110,112],{},"选择",[14,107,108],{},"暂不选择","，展开 Unity 条目，只勾选核对过的旧项目 ",[19,111,21],{}," 路径。",[97,114,115],{},"检查所选路径和预计释放空间，再确认清理。",[11,117,118,136],{},[14,119,120,121,124,125,124,128,131,132,135],{},"Unity 条目还可能包含 ",[19,122,123],{},"Temp","、",[19,126,127],{},"Obj",[19,129,130],{},"Logs"," 和 ",[19,133,134],{},"MemoryCaptures","，不要为了清 Library 把整组全选。"," 内存快照和日志是否还有用，需要单独判断。",[11,138,139,140,144],{},"Unity 构建产物默认不选中，扫描也不会自动删除。确认执行后，MangoDisk 会永久删除所选内容，不经过回收站或废纸篓；详见",[24,141,143],{"href":142},"\u002Fzh\u002Fdocs\u002Fsafety","安全清理指南","。清理前请自行确认 Unity 已退出、构建已停止，不能只依赖清理页面上的提示。",[42,146,148],{"id":147},"library-的位置和空间占用","Library 的位置和空间占用",[11,150,151,152,154,155,158,159,124,162,124,165,168,169,172],{},"这里说的 ",[19,153,21],{}," 在 ",[14,156,157],{},"Unity 项目根目录","，和 ",[19,160,161],{},"Assets",[19,163,164],{},"Packages",[19,166,167],{},"ProjectSettings"," 并列。它不是 Mac 用户目录下的 ",[19,170,171],{},"~\u002FLibrary","，不要按名字删除其他位置的同名文件夹。",[11,174,175,176,178],{},"Unity 会把原始资源转换为适合编辑器和目标平台使用的内部数据，并保存在项目的 ",[19,177,21],{}," 中。每个项目都有自己的这部分数据，所以即使没有新增多少代码，多个项目留下的缓存也值得检查。",[11,180,181,182,184],{},"但 ",[19,183,21],{}," 大并不意味着出了问题。对每天使用的项目，这些数据能避免重复导入；清掉之后，再次打开还会生成。腾出的空间和下一次等待重建的时间，需要一起考虑。",[186,187,188,201],"table",{},[189,190,191],"thead",{},[192,193,194,198],"tr",{},[195,196,197],"th",{},"项目情况",[195,199,200],{},"清理建议",[202,203,204,213,221],"tbody",{},[192,205,206,210],{},[207,208,209],"td",{},"很久不再打开的练习、演示或旧版本项目",[207,211,212],{},"确认备份后，优先检查 Library 的占用",[192,214,215,218],{},[207,216,217],{},"近期还要继续开发、测试或出包",[207,219,220],{},"通常先保留，避免反复重新导入",[192,222,223,226],{},[207,224,225],{},"Library 中存过个人文件或直接改过包源码",[207,227,228],{},"先备份自有内容，不直接按缓存删除",[42,230,231],{"id":231},"哪些文件夹要保留",[11,233,234,235,237],{},"能重新生成 ",[19,236,21],{},"，不代表项目根目录下的其他内容也能删除。",[186,239,240,250],{},[189,241,242],{},[192,243,244,247],{},[195,245,246],{},"内容",[195,248,249],{},"应如何处理",[202,251,252,261,274,283,292,303,312],{},[192,253,254,258],{},[207,255,256],{},[19,257,21],{},[207,259,260],{},"关闭项目、确认可重建且没有自有内容后，按需清理",[192,262,263,271],{},[207,264,265,267,268],{},[19,266,161],{}," 和对应的 ",[19,269,270],{},".meta",[207,272,273],{},"保留，包含项目资源、脚本及资源标识等数据",[192,275,276,280],{},[207,277,278],{},[19,279,164],{},[207,281,282],{},"保留，包含依赖配置，也可能有嵌入包源码",[192,284,285,289],{},[207,286,287],{},[19,288,167],{},[207,290,291],{},"保留，包含项目设置",[192,293,294,300],{},[207,295,296,124,298],{},[19,297,123],{},[19,299,127],{},[207,301,302],{},"单独确认用途和项目状态，不必随着 Library 一起删除",[192,304,305,309],{},[207,306,307],{},[19,308,130],{},[207,310,311],{},"排查问题时保留；旧日志不等于永远无用",[192,313,314,318],{},[207,315,316],{},[19,317,134],{},[207,319,320],{},"保留仍有价值的内存快照，不能当作可自动重建的缓存",[11,322,323,325,326],{},[19,324,270],{}," 文件看起来不起眼，但保存着资源标识和导入相关信息，要和资源一起保留。",[24,327,330],{"href":328,"rel":329},"https:\u002F\u002Fdocs.unity3d.com\u002F6000.0\u002FDocumentation\u002FManual\u002FAssetMetadata.html",[28],"Unity 资源元数据说明",[11,332,333,334,341,342,344,345],{},"另一个容易漏掉的情况是 ",[14,335,336,337,340],{},"直接修改过 ",[19,338,339],{},"Library\u002FPackageCache"," 中的包源码","。清理前先保存这些修改；Unity 官方的 URP 修改流程是把包从缓存复制到项目的 ",[19,343,164],{}," 中，再修改嵌入包，不要把自有修改只留在缓存里。",[24,346,349],{"href":347,"rel":348},"https:\u002F\u002Fdocs.unity3d.com\u002F6000.0\u002FDocumentation\u002FManual\u002Furp\u002Fcustomize\u002Fmodify-urp-source-code.html",[28],"Unity 修改 URP 源码说明",[11,351,352,354,355],{},[19,353,134],{}," 则是另一类内容。Unity Memory Profiler 会在这里保存采集或导入的内存快照，用来分析和比较当时的内存状态。重新打开项目不会替你重建同一份历史快照。",[24,356,359],{"href":357,"rel":358},"https:\u002F\u002Fdocs.unity3d.com\u002FPackages\u002Fcom.unity.memoryprofiler@1.1\u002Fmanual\u002Fsnapshot-capture.html",[28],"Memory Profiler 快照说明",[42,361,362],{"id":362},"只处理一个项目时也可以手动清理",[11,364,365,366,124,368,131,370,372,373,375],{},"保存工作、退出 Unity 后，在 Windows 文件资源管理器或 Mac Finder 中打开项目根目录。确认旁边有 ",[19,367,161],{},[19,369,164],{},[19,371,167],{},"，再查看 ",[19,374,21],{}," 的属性或显示简介，判断占用是否值得处理。",[11,377,378,379,381],{},"完成备份和内容确认后，只移除这个项目的 ",[19,380,21],{},"，保留其他目录。如果想先保留恢复机会，可以移到回收站或废纸篓；它仍会占用磁盘，之后要回收空间，还需要处理其中的副本。",[11,383,384],{},"一个项目用文件管理器就能完成；多个旧项目需要比较时，MangoDisk 的作用是把候选路径和占用集中展示，并让你逐条选择。",[11,386,387,388,124,391,131,393,395,396],{},"如果 MangoDisk 没有列出某个项目，不代表它没有可清理内容。当前 Unity 规则通过 ",[19,389,390],{},"Assembly-CSharp.csproj",[19,392,161],{},[19,394,167],{}," 识别项目，缺少这些标记，或目录不在本次扫描范围内，都可能没有结果。可以先用磁盘空间分析查看具体目录，不必为了让清理工具识别而修改项目。",[24,397,400],{"href":398,"rel":399},"https:\u002F\u002Fgithub.com\u002Fharry0703\u002FMangoDisk\u002Fblob\u002Fv1.1.6\u002Fsrc-tauri\u002Fcrates\u002Fmangodisk-core\u002Frules\u002Fproject-artifacts\u002Funity.toml",[28],"MangoDisk Unity 清理规则",[42,402,404],{"id":403},"清理后-library-又变大了怎么办","清理后 Library 又变大了怎么办",[11,406,407,408,410],{},"重新打开项目后，Unity 会生成新的 ",[19,409,21],{},"。这是正常行为：清理移除了之前的缓存，没有改变项目对这些数据的需要。",[11,412,413],{},"第一次重新打开可能要花更多时间导入资源。先等导入完成，再检查场景、资源引用和构建情况；不要为了让文件夹一直保持很小而反复清空它，也别把清 Library 当成能修复所有报错的操作。",[11,415,416,417,421,422,424],{},"如果清理后磁盘仍然很满，用 MangoDisk 的",[24,418,420],{"href":419},"\u002Fzh\u002Fdocs\u002Ffeatures\u002Fdisk-analysis","磁盘空间分析","查看真正的大目录。占用可能来自原始素材、旧安装包或其他工具的构建产物；",[19,423,161],{}," 大时，需要判断哪些素材仍被项目使用，不能套用缓存的清理方式。",[11,426,427,428,432,433,437],{},"其他开发项目可以分别参考 ",[24,429,431],{"href":430},"\u002Fzh\u002Fblog\u002Fclear-gradle-cache","Gradle 缓存清理","和 ",[24,434,436],{"href":435},"\u002Fzh\u002Fblog\u002Fcargo-cache-vs-target-folder","Cargo cache 与 target 的区别","。不同工具的数据用途不同，按实际路径处理。",[11,439,440,443,444,446],{},[24,441,442],{"href":35},"下载 MangoDisk","，先比较旧项目的产物占用，再按路径选择值得清理的 ",[19,445,21],{},"。正在开发的项目和仍需使用的诊断资料，可以继续保留。",[11,448,449,450,454],{},"相关阅读：",[24,451,453],{"href":452},"\u002Fzh\u002Fblog\u002Ftopics\u002Fdeveloper-cleanup","开发者磁盘清理指南","。",{"title":456,"searchDepth":457,"depth":457,"links":458},"",2,[459,460,461,462,463],{"id":44,"depth":457,"text":45},{"id":147,"depth":457,"text":148},{"id":231,"depth":457,"text":231},{"id":362,"depth":457,"text":362},{"id":403,"depth":457,"text":404},"开发者磁盘清理","\u002Fimages\u002Fblog\u002Funity-library-folder-cleanup.webp","Unity 标志旁的刷子扫走灰色缓存方块，另一侧的橙色项目文件夹保留代码、资源和设置","用 MangoDisk 比较 Unity 旧项目的 Library 占用，按路径清理缓存，保留资源、配置和内存快照，并了解重新导入的影响。",false,"md",{},true,"\u002Fzh\u002Fblog\u002Funity-library-folder-cleanup","2026-10-08T11:45:00+08:00",{"title":5,"description":467},"zh\u002Fblog\u002Funity-library-folder-cleanup",[477,478,80],"Unity Library 清理","Unity 项目",[480],"developer-cleanup","article-unity-library-folder-cleanup","nGyF5l6ymGxH--BkdO9AoXCwYDJYPydRbsVL4tiiZvM",1792636707450]