home / skills / dev-gom / claude-code-marketplace / unity-scene-optimizer
This skill analyzes Unity scenes for rendering, texture, and hierarchy bottlenecks and provides actionable optimization recommendations.
npx playbooks add skill dev-gom/claude-code-marketplace --skill unity-scene-optimizerReview the files below or copy the command above to add this skill to your agents.
---
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
This skill inspects Unity scenes and produces actionable performance recommendations for rendering, textures, physics, memory, and platform-specific constraints. It summarizes current metrics, pinpoints bottlenecks, and returns prioritized fixes with estimated impact and implementation steps. Use it to quickly triage scene slowdowns and guide optimization efforts before deeper profiling or refactors.
The optimizer scans scene data (draw calls, GameObject hierarchy, materials, textures, lights, colliders, rigidbodies) and compares values against platform targets (mobile, PC, console). It flags issues such as excessive draw calls, large texture memory, deep hierarchy nesting, and expensive colliders, then suggests quick, medium, and major optimizations. Outputs include current metrics, bottleneck classification (GPU/CPU/memory/physics), prioritized recommendations, and validation steps.
Does the skill change scene assets automatically?
No. It provides recommendations and implementation steps. Use the suggestions manually or with other tooling/agents to apply changes.
Which metrics does it report?
It reports draw calls, triangle counts, texture memory, GameObject counts and depth, light/shadow usage, Rigidbody/collider counts, and platform-specific targets.