Runtime Impact Analysis
Understanding the “Cost” of a Prefab before you instantiate it is crucial for mobile and VR development.
Deep Analysis
The tool doesn’t just look at the GameObject. It analyzes the specific assets referenced by the hierarchy:
| Asset Type | Analysis Methodology |
|---|---|
| Texture | Calculates uncompressed vs compressed detailed size. |
| Mesh | Counts Vertices * per-vertex data (Normal, UV, Tangent) size. |
| Audio | checks Load Type (DecompressOnLoad vs Streaming) and file size. |
Memory Budgeting
You can set a Memory Budget (e.g., 50MB for a UI panel). If the total estimated runtime size of a selected node tree exceeds this budget, the node turns Brown/Dark Orange, signaling an optimization target.
[!IMPORTANT] The generic size reported in Unity Inspector is often the file size on disk. This tool calculates the Runtime Memory Size, which is often much larger (e.g., a 2MB JPG might be 16MB in RAM as an uncompressed RGBA32 texture).