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Unity Optimization Agent Skill

Optimize project assets and scenes — batch texture/mesh/audio compression and analyze poly/material counts. Use when reducing build size, batch-compressing assets, or analyzing scene poly and material usage for optimization, even if the user just says "优化资源" or "包体太大". 优化工程资源与场景(批量压缩 texture/mesh/audio、分析面数/材质数);当用户要缩减包体、批量压缩资源、或分析场景面数与材质用量以优化时使用。

2k tokens
context cost
the whole folder, loaded on every use
1
files
instructions only
0
copies elsewhere
how many repositories repackaged it
1536
stars on the repo
on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-optimization

The instruction itself

14 sections, as written by the author

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: Everything/Nothing/BatchingStatic/OccludeeStatic/OccluderStatic/NavigationStatic/ReflectionProbeStatic

| 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" | Static flags to set |

| 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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How to use it

Copy the folder

Take besty0728/unity-optimization from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.