FAQ & Best Practice
❓ FAQ & Best Practice
🧠 Why does my scene show so many “high triangle” warnings?
RenderTools: Analyzer uses platform-specific triangle count thresholds:
Mobile: < 3k triangles per mesh
Desktop: < 20k
Console: < 35k
You can configure these thresholds in the Analyzer UI under “Settings” or “Preferences”. Use this to tailor warnings based on your actual target platform.
💥 What does “Prefab Cost” mean?
Each prefab is scanned for its total rendering cost per instance. This includes:
Mesh triangle count
Material count
Shadow casting
Missing LODs
Use this to identify overly expensive prefabs (like decorative props or characters) that get reused often. Optimize or instance-batch them for better performance.
🧱 Why are there so many “Duplicate Mesh” issues?
These occur when:
The same mesh asset is placed many times in a scene
No instancing (like HISM or GPU instancing) is used
The placement is spatially redundant
Best practice:
Convert clustered duplicates into prefabs
Use GPU instancing (if supported by your shader)
Consider combining static props during level baking
🔍 How can I focus on just the critical problems?
Use the built-in “Severity Filter” at the top of the Console Tab.
You can:
Show only Critical, Severe, or Warning level issues
Filter by type (e.g. only Mesh issues or only UV problems)
Filter by asset name or prefab group
This is especially helpful in large projects or multi-platform builds.
🧰 Can I use this tool during development, not just before shipping?
Yes! That’s encouraged. RenderTools: Analyzer is designed to be used:
During graybox or whitebox stages
After outsourced asset imports
During optimization passes or QA milestones
Running it early prevents tech debt from building up.
🏗 Does this work with all render pipelines?
Currently, full support is provided for:
Built-in Render Pipeline
URP & HDRP
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