What problem does it solve? Decentraland scenes frequently exceed triangle, entity, texture, and file-size budgets, causing low FPS, long load times, and failed deploys. This Skill provides the exact scene limit formulas, profiling guidance, and concrete code patterns needed to find and fix performance bottlenecks in SDK7 scenes. ## Core Features & Use Cases - Scene Limit Reference: Parcel-scaled formulas and tables for triangles, entities, physics bodies, materials, textures, height, and file size limits. - Optimization Patterns: Object pooling, entity parenting, GLB reuse vs merging, LOD swapping, texture atlasing, back-face culling, system throttling, and AssetLoad preloading with ready-to-use TypeScript snippets. - Diagnostics Workflow: Guidance for the preview debug panel (P key), local asset bundle conversion, Blender-based model repair, and gltf-transform compression. - Use Case: A scene stutters when spawning many objects. Use this Skill to apply entity pooling, preload assets with AssetLoad, and verify renderer and material counts in the debug panel before publishing. ## Quick Start Ask the assistant to review your Decentraland scene for performance issues and suggest optimizations based on its parcel count and current entity, triangle, and texture usage.