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unity-optimization

Optimize project assets and scenes

不碰外部(只输出文字)无严重或高危命中Besty0728/Unity-Skills

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技能内容

> Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.

Triggers

  • Reducing build size
  • Batch-compressing assets
  • Analyzing scene poly/material usage
  • 缩减包体、批量压缩资源、分析场景面数与材质用量

Optimization Skills

Optimize project assets (Textures, Models).

Operating Mode

  • Approval: 只读分析类 skill(optimize_analyze_scene / optimize_find_large_assets / optimize_get_static_flags / optimize_find_duplicate_materials / optimize_analyze_overdraw,标 SkillMode.SemiAuto)直接执行;写型 skill(optimize_textures / optimize_mesh_compression / optimize_audio_compression / optimize_set_static_flags / optimize_set_lod_group,默认 SkillMode.FullAuto)需用户 grant,grant 后一步执行返结果。
  • Auto / Bypass: 直接执行。
  • 本模块不含 Delete / PlayMode / Reload / RiskLevel=high 类 skill —— 写型 skill 改的是 Importer / 组件设置,会重新导入资源,但不会触发 Domain Reload,也不会被 IsForbiddenInSemi 拦截。批量操作前务必检查筛选范围(filter / assetType),改完无 dry-run 回滚。

DO NOT (common hallucinations):

  • optimize_scene / optimization_run do not exist → use specific skills: optimize_analyze_scene, optimize_find_large_assets, optimize_find_duplicate_materials, etc.
  • optimize_compress / optimize_compress_textures / optimize_compress_meshes / optimize_compress_audio do not exist → use optimize_textures (textures), optimize_mesh_compression (meshes), optimize_audio_compression (audio)
  • optimize_set_lod / optimize_setup_lod do not exist → use optimize_set_lod_group
  • Optimization skills are analysis + action tools — always review results before applying batch changes

Routing:

  • For profiler metrics → use profiler module
  • For static batching flags → optimize_set_static_flags (this module)
  • For performance review guidance → load performance advisory module

Skills

optimize_textures

Optimize texture settings (maxSize, compression). Returns list of modified textures.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| maxTextureSize | int | No | 2048 | Max texture size |

| enableCrunch | bool | No | true | Enable crunch compression |

| compressionQuality | int | No | 50 | Compression quality 0-100 |

| filter | string | No | "" | Asset filter |

Returns: { success, count, message, modified }

optimize_mesh_compression

Set mesh compression for 3D models.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| compressionLevel | string | No | "Medium" | Compression level: Off/Low/Medium/High |

| filter | string | No | "" | Asset filter |

Returns: { success, count, compression, modified }

optimize_analyze_scene

Analyze scene for performance bottlenecks (high-poly meshes, excessive materials).

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| polyThreshold | int | No | 10000 | Triangle count threshold for high-poly warning |

| materialThreshold | int | No | 5 | Material slot count threshold for excessive materials warning |

Returns: { success, totalRenderers, totalTriangles, totalMaterialSlots, issueCount, issues }

optimize_find_large_assets

Find assets exceeding a size threshold (in KB).

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| thresholdKB | int | No | 1024 | Size threshold in KB |

| assetType | string | No | "" | Asset type filter (e.g. Texture2D, AudioClip) |

| limit | int | No | 50 | Maximum number of results |

Returns: { success, threshold, count, assets }

optimize_set_static_flags

Set static flags on GameObjects. flags is comma-separated, drawn from ContributeGI, OccluderStatic, OccludeeStatic, BatchingStatic, ReflectionProbeStatic, plus the two deprecated members NavigationStatic and OffMeshLinkGeneration.

> Everything means the five non-deprecated flags, not literally everything. StaticEditorFlags declares neither Everything nor Nothing, so both are aliases this API adds: Nothing clears all bits, and Everything is the OR of the members Unity's own Static dropdown still offers — numerically 87, not the full 127. NavigationStatic and OffMeshLinkGeneration are deprecated and excluded, so name them explicitly if you want them. Every listed part must resolve: one unknown name fails the whole call rather than silently applying the subset that parsed, and a raw number carrying bits outside the enum's declared mask ("999") is rejected too.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | null | GameObject name |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | null | GameObject hierarchy path |

| flags | string | No | "Everything" | Comma-separated static flags, or the Everything / Nothing aliases (see above) |

| includeChildren | bool | No | false | Apply to all children recursively |

Returns: { success, gameObject, flags, affectedCount }

optimize_get_static_flags

Get static flags of a GameObject.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | null | GameObject name |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | null | GameObject hierarchy path |

Returns: { success, gameObject, flags, isStatic }

optimize_audio_compression

Batch set audio compression. compressionFormat: PCM/Vorbis/ADPCM. loadType: DecompressOnLoad/CompressedInMemory/Streaming

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| compressionFormat | string | No | "Vorbis" | Audio compression format: PCM/Vorbis/ADPCM |

| loadType | string | No | "CompressedInMemory" | Audio load type: DecompressOnLoad/CompressedInMemory/Streaming |

| quality | float | No | 0.5 | Compression quality 0.0-1.0 |

| filter | string | No | "" | Asset filter |

Returns: { success, count, compressionFormat, loadType, modified }

optimize_find_duplicate_materials

Find materials with identical shader and properties.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| limit | int | No | 50 | Maximum number of duplicate groups to return |

Returns: { success, duplicateGroups, groups }

optimize_analyze_overdraw

Analyze transparent objects that may cause overdraw.

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| limit | int | No | 50 | Maximum number of results |

Returns: { success, transparentObjectCount, objects }

optimize_set_lod_group

Add or configure LOD Group. lodDistances: comma-separated screen-relative heights (e.g. '0.6,0.3,0.1')

| Parameter | Type | Required | Default | Description |

|-----------|------|----------|---------|-------------|

| name | string | No | null | GameObject name |

| instanceId | int | No | 0 | GameObject instance ID |

| path | string | No | null | GameObject hierarchy path |

| lodDistances | string | No | "0.6,0.3,0.1" | Comma-separated screen-relative transition heights |

Returns: { success, gameObject, lodLevels, distances }


Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.

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原文件路径SkillsForUnity/unity-skills~/skills/optimization/SKILL.md

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