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Scene Cost Optimizer — Combines, Fixes and Upgrades your Scene preview
Unity

Scene Cost Optimizer — Combines, Fixes and Upgrades your Scene

By Montse Tools

$19.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $13.99. The latest store price is $19.99.

Recorded prices for Scene Cost Optimizer — Combines, Fixes and Upgrades your Scene 4 price observations from Oct 16, 2026 to Nov 5, 2026. Lowest recorded price $13.99. Exact dates and prices are listed below. $0.00 $10.00 $19.99 Oct 16, 2026: $13.99. Unity New Release Discount 2026-10-16 2026-10-30 Oct 16, 2026: $13.99. Unity New Release Discount 2026-10-16 2026-10-30 Oct 16, 2026: $19.98. Unity First Price 2026-10-16 2026-10-16 Nov 5, 2026: $19.99. Latest store price Oct 16, 2026 Nov 5, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$19.99Latest store price
$19.98Unity First Price 2026-10-16 2026-10-16
$13.99Unity New Release Discount 2026-10-16 2026-10-30
$13.99Unity New Release Discount 2026-10-16 2026-10-30

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About Scene Cost Optimizer — Combines, Fixes and Upgrades your Scene

  • Tools, Systems & Learning > Development Tools & Automation
Every scene runs slower than it should for a reason. Scene Cost Optimizer tells you which one.
Most optimisation tools hand you a checklist. This one starts with the question that decides everything else: is your frame limited by the GPU having too much to draw, or the CPU having too much to send?
Eleven tabs, one window.
MESH COMBINING & TEXTURE ATLASING
Combine static meshes, bake their textures into an atlas, and turn hundreds of draw calls into a handful — in the same window that told you whether draw calls were your problem.
What separates it from a bake-and-pray button:
It knows when combining makes things worse. Merging scattered objects into one giant mesh destroys frustum culling: any visible corner drags the whole thing through the pipeline. Output is bounded in world size and vertex count, so it still culls and still fits a 16-bit index buffer.
It refuses, and says why. Transparents are not merged by default — a merged mesh cannot reproduce their per-frame sorting. Anything skipped is listed with its reason, never in silence.
It won't atlas when the atlas costs you. Combine 70% of your fences and the other 30% keeps the original material alive, so the new atlas is added instead of replacing anything. The tool spots this, names the objects holding the material back, and offers to add them to your selection.
LOD-aware: merges every level and builds the LODGroup, so exactly one draws per frame.
Non-destructive: originals kept and disabled, never deleted. One Ctrl+Z undoes everything.
Colliders too — accurate mesh collider, or auto-fitted primitives.

Measured on a 1200-object garden scene, Windows build at 1080p: frame time 17% lower at p50, 19% at p99. 3 runs per state, 2160 samples.
OVERVIEW — the verdict, before the list
One answer up front: CPU-bound, GPU-bound, or headroom.
CPU/GPU frame time against your budget, labelled with the platform and graphics API it came from.
Draw calls, SetPass, batches, triangles, vertices, texture memory.
"Fix these first" — findings filtered for your actual bottleneck.

RENDER GRAPH — read the frame, pass by pass
Capture a real frame: every step URP takes, with CPU and GPU cost per pass.
Sort by cost to find the expensive pass, or by graph order to follow the frame.
Record continuously, pause on a spike, save a capture and load it back to compare.
The URP Render Graph itself, not an approximation.

SCENE COMPLEXITY — paint the cost onto the scene
Overdraw: how many times each pixel is written. Stacked transparents, oversized particle quads and full-screen effects light up immediately.
Shader complexity: which materials are expensive per pixel.
Scene and Game view. "Analyze hotspots" turns the picture into a clickable list of the culprits.

SHADOW MANAGEMENT — the pass nobody looks at
Every shadow caster is drawn twice. This counts the triangles your shadow pass really submits, and who contributes them.
Untick what does not need to cast and apply to hundreds of objects at once. Shift-click for a range, one Ctrl+Z for the whole batch.
Cast Shadows, Static Shadow Caster, Contribute GI, Receive GI — all editable in bulk.

LIGHTS
Type, cost, shadow mode, range, and how many other lights overlap it. Filter to baked-only or disabled-only to find them fast.

SCENE OBJECT COUNT
Meshes, materials, particle systems and shaders, with how many renderers use each. Non-URP shaders are flagged so pipeline leftovers cannot hide. A batching view shows what is and is not batched.

SHADER BUDGET — variants, tracked over time
A budget per platform, counted from your last real build, not an editor estimate (editor numbers are pre-stripping and read high — the tab says which source you are seeing).
Per shader: variants, keywords, materials, build size, compile errors.
Snapshots stored as JSON in ProjectSettings, so the history lives in your repo.

RULES · COMPARE · PROJECT

The full finding set behind the Overview, each naming the exact asset and why · capture BEFORE and AFTER and export the delta to HTML or Markdown · project-wide settings checked against your platform.


Honest about what it measures. Every number is labelled with where it came from — Editor, platform, graphics API — because an editor number is not a device number. The combining result above is a desktop build; no claim is made about Quest or mobile, because none has been measured there.


Requires Unity 6000.0 LTS or newer, URP 17.0.3 or newer. Verified on 6000.0.43f1 (URP 17.0.4) and 6000.3.23f1 (URP 17.3). URP only.

Unity price last checked .

Prices and availability may change.