Runtime performance (filesystem proxies)
This MCP cannot attach to the Unity Profiler. Use these tools as a static triage before opening Profiler/Frame Debugger.
Discovery order
| Step | Tool | What it tells you |
|---|---|---|
| 1 | get_quality_settings |
Tier count, shadows, AA, soft particles |
| 2 | get_graphics_settings / list_render_pipelines |
Pipeline + SRP batcher-related assets |
| 3 | get_lighting_scene_info / list_lighting_settings_assets |
GI / lighting mode cost |
| 4 | get_scene_summary + get_all_components_by_type |
Cameras, lights, particle proxies per scene |
| 5 | list_large_assets / get_build_size_estimate |
Memory/disk pressure candidates |
| 6 | list_lod-N/A — use search_assets_by_name *LOD* / meshes |
LOD presence heuristic |
| 7 | get_time_settings |
Fixed timestep vs render cost |
Checklist
- One main camera strategy per scene; disable unused cameras.
- Cap realtime lights; prefer baked/mixed where possible.
- URP/HDRP: match quality tier to device; strip unused features.
- Textures: maxSize + compression (
get_texture_meta). - Audio: streaming for music (
unity-audio-mixer-fmod-wwise). - UI: avoid full-screen overdraw; atlas sprites (
unity-2d-tilemap-sprites).
Follow-ups
- Size-focused:
unity-build-size-optimization - Memory assets:
unity-memory-asset-pressure - Render stack:
unity-urp-hdrp-render-audit
Report template
## Performance triage (static)
- Quality tiers: ...
- Pipeline: URP/HDRP/...
- Build scenes: N; heavy components: ...
- Largest assets: ...
- Suspected issues: lights / textures / audio / UI
- Next: open Profiler on <scene>