Mobile Optimization Workflow
Mobile GPU fill-rates, memory bandwidth, and draw call limits require strict level design discipline. AI Scene Organizer helps you enforce mobile optimizations by restructuring your scene to maximize batching and culling.
1. Grouping for Static Batching
To ensure Unity can batch meshes into a single draw call (Dynamic/Static Batching):
- Use the AI Director to identify and group meshes that share the same material:
- Prompt:
"Identify all static environmental props that share the material 'M_DesertStone'. Create a parent folder called 'StaticGroup_DesertStone' and move them inside. Set all of them to static."
- Prompt:
- Once grouped, ensure the parent has Static checked, propagating the batching flag to all children.
2. Setting Strict Culling Layers
Mobile cameras use Culling Masks to turn off rendering for small details at a distance.
- Define clear layers in your project:
Layer 9: Props_Small(Culled at 15 meters)Layer 10: Props_Medium(Culled at 30 meters)
- Use the AI Director to automate layer assignments based on object scale or naming:
- Prompt:
"For all objects smaller than 0.5 units in scale, assign them to Layer 9 (Props_Small) and rename them with the prefix 'Prop_S_'."
- Prompt:
- Execute and verify the layers in the Scanner.
3. Disabling Inactive Hierarchy Subtrees
Hidden GameObjects in mobile scenes still incur a small CPU overhead during hierarchy sweeps.
- Use the Scanner to find disabled GameObjects that are not referenced by custom scripts.
- In the AI Director, run the cleanup preset:
"Deactivate all debug cameras and reference helper meshes." - This reduces hierarchy traversal overhead on mobile CPU cores.