What problem does it solve?
Reduce rendering load, long load times, and frame-rate drops caused by excessive triangles, entities, materials, and textures in Decentraland SDK7 scenes by applying scalable budgeting and runtime patterns.
Core Features & Use Cases
- Scene limits & budgets: Parcel-scaled formulas for triangles, entities, physics bodies, materials, textures, and height limits to guide design decisions.
- Entity and triangle optimizations: Object pooling, parenting, primitives over heavy GLBs, and LOD patterns to lower runtime costs.
- Texture and material strategies: Power-of-two sizing, atlases, shared textures, and compressed formats to reduce memory and draw calls.
- Systems and loading: Throttling, removing unnecessary systems, AssetLoad preloading, and trigger-based area loading to avoid pop-in and stutters.
- Tooling recommendations: GLB compression, image conversion to WebP, and texture atlas generation for production-ready assets.
- Use Case: Convert a furnished multi-room building to lazy-load interiors with trigger areas, apply LODs to distant models, and consolidate textures into atlases to halve draw calls.
Quick Start
Ask the optimize-scene skill to audit my SDK7 scene and produce a prioritized action plan to reduce triangle and entity counts and improve loading performance.