What problem does it solve? Unity projects accumulate oversized textures, uncompressed meshes and audio, and scenes with excessive polygon counts or duplicate materials, leading to bloated build sizes and poor runtime performance. This Skill batch-optimizes project assets and analyzes scenes to pinpoint performance bottlenecks. ## Core Features & Use Cases - Batch Asset Compression: Compress textures (max size, crunch), meshes (compression levels), and audio (PCM/Vorbis/ADPCM with load types) across filtered asset sets. - Scene Analysis: Detect high-poly meshes, excessive material slots, duplicate materials, and transparent objects causing overdraw. - Static Flags & LOD Setup: Query and set static flags for batching, and configure LOD Groups with custom screen-relative transition distances. - Use Case: Before shipping a mobile build, run a large-asset scan to find textures over 1MB, batch-compress them with crunch, then analyze the main scene for renderers exceeding 10,000 triangles and set up LOD groups on the worst offenders. ## Quick Start Analyze my current Unity scene for high-poly meshes and excessive materials, then batch-compress all textures larger than 1MB.