unity-scene-optimizer
Analyzes Unity scenes for performance bottlenecks across rendering, physics, and memory. Provides concrete platform-specific targets for draw calls, triangles, and texture memory. Clearly defines when to use it versus other tools in the toolkit.
Packaged view
This page reorganizes the original catalog entry around fit, installability, and workflow context first. The original raw source lives below.
Install command
npx @skill-hub/cli install dev-gom-claude-code-marketplace-unity-scene-optimizer
Repository
Skill path: plugins/unity-dev-toolkit/skills/unity-scene-optimizer
Analyzes Unity scenes for performance bottlenecks across rendering, physics, and memory. Provides concrete platform-specific targets for draw calls, triangles, and texture memory. Clearly defines when to use it versus other tools in the toolkit.
Open repositoryBest for
Primary workflow: Build Mobile.
Technical facets: Full Stack, Mobile.
Target audience: Unity developers, particularly those working on performance-critical projects for mobile or console, and technical artists responsible for scene optimization..
License: Unknown.
Original source
Catalog source: SkillHub Club.
Repository owner: Dev-GOM.
This is still a mirrored public skill entry. Review the repository before installing into production workflows.
What it helps with
- Install unity-scene-optimizer into Claude Code, Codex CLI, Gemini CLI, or OpenCode workflows
- Review https://github.com/Dev-GOM/claude-code-marketplace before adding unity-scene-optimizer to shared team environments
- Use unity-scene-optimizer for development workflows
Works across
Favorites: 0.
Sub-skills: 0.
Aggregator: No.
Original source / Raw SKILL.md
--- name: Unity Scene Optimizer description: Analyzes scenes for performance bottlenecks (draw calls, batching, textures, GameObjects). Use when optimizing scenes or investigating performance issues. allowed-tools: Read, Grep, Glob --- # Unity Scene Optimizer Analyzes Unity scenes and provides performance optimization recommendations for rendering, physics, memory, and platform-specific concerns. ## What This Skill Analyzes ### 1. Rendering Performance Analyzes draw calls (target: <100 mobile, <2000 desktop), identifies batching opportunities, recommends material consolidation and static batching. ### 2. Texture Optimization Reviews compression formats (BC7/ASTC), mipmap usage, texture atlasing, and platform-specific import settings. ### 3. GameObject Hierarchy Targets: <500 GameObjects mobile, <2000 desktop. Identifies deep nesting, recommends object pooling and LOD groups. ### 4. Lighting and Shadows Recommends baked lighting over realtime (1-2 lights mobile, 3-4 desktop), minimal shadow-casting lights. ### 5. Physics Optimization Analyzes Rigidbody count, collider complexity, collision matrix configuration. Recommends simple colliders over Mesh colliders. ### 6. Mobile-Specific Platform targets: 60 FPS iOS (iPhone 12+), 30-60 FPS Android. See [mobile-checklist.md](mobile-checklist.md) for complete requirements. ## Optimization Workflow 1. **Measure**: Frame Debugger, Stats, Profiler metrics 2. **Identify**: GPU/CPU/Memory/Physics bottlenecks 3. **Apply**: Quick wins (static batching, compression) → Medium (atlases, pooling, LOD) → Major (hierarchy refactor, culling) 4. **Validate**: Compare before/after metrics See [optimization-workflow.md](optimization-workflow.md) for detailed steps and timelines. ## Platform-Specific Targets | Platform | Draw Calls | Triangles | Texture Memory | Lights | |----------|-----------|-----------|----------------|--------| | **Mobile Low** | <50 | <20k | <100MB | 1 | | **Mobile Mid** | <100 | <50k | <250MB | 1-2 | | **Mobile High** | <150 | <100k | <500MB | 2-3 | | **PC Low** | <500 | <200k | <1GB | 3-4 | | **PC Mid** | <1000 | <500k | <2GB | 4-6 | | **PC High** | <2000 | <1M | <4GB | 6-8 | | **Console** | <1000 | <800k | <3GB | 4-6 | ## Tools Reference Frame Debugger, Profiler, Stats Window, Memory Profiler. See [tools-reference.md](tools-reference.md) for usage and commands. ## Output Format Provides: Current metrics, bottleneck identification, prioritized recommendations, performance impact estimates, implementation steps. ## When to Use vs Other Components **Use this Skill when**: Analyzing scene performance, identifying bottlenecks, or getting optimization recommendations **Use @unity-performance agent when**: Implementing complex optimizations, profiling at runtime, or troubleshooting specific performance issues **Use @unity-architect agent when**: Redesigning scene architecture, implementing object pooling systems, or planning large-scale optimizations **Use /unity:optimize-scene command when**: Running comprehensive scene analysis with detailed reports ## Related Skills - **unity-script-validator**: For script-level performance issues - **unity-template-generator**: For optimized component templates