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).


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