What problem does it solve? Unity projects accumulate oversized textures, uncompressed meshes and audio, duplicate materials, and scenes with excessive polygons or overdraw, all of which inflate build size and hurt runtime performance. This Skill provides batch optimization and read-only analysis tools to find and fix these issues directly in the Unity Editor. ## Core Features & Use Cases - Batch Asset Compression: Adjust texture max size and crunch compression, mesh compression levels, and audio compression formats across filtered asset sets in one call. - Scene Analysis: Detect high-poly meshes, excessive material slots, duplicate materials, large assets over a size threshold, and transparent objects causing overdraw. - Static Flags & LOD Setup: Read and set StaticEditorFlags on GameObjects and configure LOD Groups with screen-relative transition distances. - Use Case: Before a release build, run optimize_find_large_assets to list textures over 1024 KB, then run optimize_textures with a maxTextureSize of 1024 to shrink them, and finally run optimize_analyze_scene to confirm no renderer exceeds the triangle threshold. ## Quick Start Analyze the current Unity scene for high-poly meshes and excessive materials, then list all assets larger than 1024 KB.