Quick version: Is there a way to check if an asset in the AssetDatabase is in use or being referenced in any scene? Say I have create a new asset in the Scene, which internally creates a new material in the Asset Database (eg. AssetDatabase.CreateAsset(material, <path>)). Then I save the scene. Now the new asset lives in the scene, and has reference to the material in the Asset Database. Then if I delete the object in the scene, and I have a hook to also delete the material in the Asset Database (because I don't want to leave unused assets around). If I now don't save the scene, then when I reload it, the asset is still there, but the material is missing. Whats the best way to go about this?