What problem does it solve?
Projects with unoptimized textures, meshes, audio, and scene settings often suffer from large build sizes, long load times, and poor runtime performance; this Skill provides targeted analysis and batchable fixes to reduce memory use, lower draw calls, and improve framerate stability. It enforces review-before-apply guardrails for automated runs and routes profiler or advisory tasks to specialized modules when needed.
Core Features & Use Cases
- Texture Optimization: Batch-adjust max size, compression (including crunch), and quality to shrink build size and GPU memory usage.
- Mesh & Audio Compression: Apply mesh compression levels and audio compression/load-type changes to reduce CPU and storage overhead.
- Scene Analysis & Flags: Detect high-poly renderers, excessive material slots, overdraw, and set static flags or LOD groups to improve batching and culling.
- Asset Discovery: Find large assets and duplicate materials to prioritize manual review and consolidation.
- Use Case: Prepare a release build by compressing textures and meshes, setting static flags on static geometry, and removing duplicate materials to lower build size and raise frame rates.
Quick Start
Run optimize_textures with maxTextureSize 1024 and enableCrunch true to compress and resize large textures across the project.