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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