# DeleteAsset(string)

> Deletes the specified asset or folder.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/6000.6/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public static bool DeleteAsset(string path)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): Project relative path of the asset or folder to be deleted.

### Returns

| Type                                                          | Description                                                                                                |
| ------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | Returns true if the asset has been successfully removed, false if it doesn't exist or couldn't be removed. |

### Remarks

Paths should be relative to the project folder, for example: "Assets/MyTextures/hello.png"

Additional Resources: [AssetDatabase.DeleteAssets](/engine/6000.6/script-reference/unityeditor/assetdatabase/deleteassets.md), [AssetDatabase.MoveAssetToTrash](/engine/6000.6/script-reference/unityeditor/assetdatabase/moveassettotrash.md), [AssetDatabase.MoveAssetsToTrash](/engine/6000.6/script-reference/unityeditor/assetdatabase/moveassetstotrash.md).

### Examples

```csharp
using UnityEngine;
using UnityEditor;

public class AssetDatabaseExamples : MonoBehaviour
{
    [MenuItem("AssetDatabase/Delete Files In 'Unused' Folder")]
    static void DeleteAllFilesInFolder()
    {
        //"Assets/Unused" folder should exist before running this Method
        string[] unusedFolder = { "Assets/Unused" };
        foreach (var asset in AssetDatabase.FindAssets("", unusedFolder))
        {
            var path = AssetDatabase.GUIDToAssetPath(asset);
            AssetDatabase.DeleteAsset(path);
        }
    }
}
```
