Variable unusedResourcesConst

unusedResources: inspect.sceneModel.Inspection = ...

Walks the SceneModel and flags resources that exist but nothing references — wasted memory the SDK's create… methods don't prevent (you can create a SceneMaterial / SceneTexture / SceneTransform and never hook it up).

Single pass over meshes / materials / transforms, three "live" sets, three codes:

  • MATERIAL_UNUSED — material with no referencing mesh.
  • TEXTURE_UNUSED — texture not referenced by any material's colour / normals / metallic-roughness / emissive slot.
  • TRANSFORM_UNUSED — transform not in any mesh's parent chain. A transform that only has child transforms but no descendant mesh-parent is still unused; the walk follows parentTransform from each mesh up to the root, so any transform missed by every walk is dead weight.

No highlight payload — the affected resources don't render anything visible. The matching pruneUnused*Fix strategies destroy each resource in place.