SuperAPI AI Directory

unity-optimization

Coding & development

View repository

Updated 10-15 17:25

About this skill

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
  • Reduce build size, batch-compress assets, analyze scene triangle counts and material usage
Optimization Skills

Optimize project assets (Textures, Models).

Operating Mode

  • Approval: read-only analysis skills (optimize_analyze_scene / optimize_find_large_assets / optimize_get_static_flags / optimize_find_duplicate_materials / optimize_analyze_overdraw, marked SkillMode.SemiAuto) execute directly; write-type skills (optimize_textures / optimize_mesh_compression / optimize_audio_compression / optimize_set_static_flags / optimize_set_lod_group, default SkillMode.FullAuto) require user grant, and after grant execute in one step and return the result.
  • Auto / Bypass: execute directly.
  • This module does not include Delete / PlayMode / Reload / RiskLevel=high type skills —— write-type skills modify Importer / component settings, which will reimport assets, but will not trigger Domain Reload, nor will they be intercepted by IsForbiddenInSemi . Before batch operations, be sure to check the filter scope (filter / assetType); after changes there is no dry-run rollback.

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.