What problem does it solve? Unity projects accumulate oversized textures, uncompressed meshes and audio, and scenes with excessive polygon counts or duplicate materials, inflating build size and hurting runtime performance. This Skill provides batch asset compression and scene analysis tools to identify and fix these optimization issues directly from an AI agent. ## Core Features & Use Cases - Batch Asset Compression: Set max size and crunch compression for textures, mesh compression levels for 3D models, and Vorbis/ADPCM/PCM formats with load types for audio, all with asset filters. - Scene Analysis: Detect high-poly meshes, excessive material slots, duplicate materials, and transparent objects causing overdraw, plus find assets exceeding a size threshold. - Static Flags & LOD Setup: Get and set static flags (batching, occlusion, navigation) on GameObjects and configure LOD Groups with screen-relative transition distances. - Use Case: Before shipping a mobile build, run a large-asset scan to find textures over 1MB, batch-compress them to 1024 max size 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 the current scene for high-poly meshes and excessive materials, then batch-compress all textures to a max size of 1024 with crunch enabled.