PerfPilot — Mobile Optimizer
Performance, on autopilot. PerfPilot scans your entire Unity project for the issues that quietly drain mobile frame rate and bloat your build, explains each one in plain language, and fixes most of them in one click — backed by a fool-proof, one-step revert so nothing is ever permanent.
Stop hand-tweaking import settings across thousands of assets. Press Scan, read your Health Score, and ship a smaller, faster mobile build in minutes.
Why PerfPilot
• One-click fixes, not just a report. Most tools tell you what's wrong. PerfPilot fixes it — and lets you undo the whole batch instantly if you change your mind.
• A real safety net. Every fix is snapshotted before it's applied. "Revert last fix" restores everything exactly as it was — and it survives domain reloads, reimports, and editor restarts.
• A single Health Score (0–100). Severity-weighted and size-normalized, so large projects aren't punished just for having more assets. Watch it climb as you fix.
• Plain-language guidance. Every issue says what's wrong, why it hurts mobile, and roughly how much it'll save — so you learn while you optimize.
• Built for big projects. Scanning never loads asset data into memory and shows a cancelable progress bar, so even 10 GB+ projects stay responsive.
What it checks
• Textures — uncompressed formats, oversized max-size, Read/Write enabled, mipmaps on UI sprites, and (opt-in) explicit ASTC mobile formats.
• Audio — load type for each clip's size, non-Vorbis compression, over-quality Vorbis, and stereo SFX that should be mono.
• Meshes — Read/Write enabled, incomplete mesh optimization, mesh compression off.
• Project / Quality — MSAA, pixel-light count, shadow distance, realtime reflection probes — checked and fixed across every quality level, not just the active one.
• UI & Scenes — Raycast Target on non-interactive UI, monolithic canvases, extra AudioListeners, realtime-light budgets, camera HDR, un-batched static renderers, oversized particle systems, and more.
• Scripts (flag-only) — expensive calls in Update (GetComponent/Find/Camera.main), Debug.Log in shipping code, likely per-frame allocations.
• Build Waste (flag-only) — byte-identical duplicate assets and assets nothing references. Never auto-deleted.
Companion tools
• Scene Auditor — audits the scene(s) you have open (or every build scene) for live issues and fixes them in place with full Ctrl+Z undo.
• Build Report — after a player build, lists only the assets that actually shipped, sorted by their real packed size, and shows the measured build-size your fixes saved.
• Folder Profiles — give different folders their own optimization profile (e.g. crisp UI art, aggressively compressed environment art).
• CI / Pre-build checks — optionally scan and warn or block before Android/iOS builds, set a minimum Health Score gate, and export headless Markdown/JSON reports for your pipeline.
Profiles you control
Three built-in presets: Conservative / Balanced / Aggressive ... or create your own. Each rule runs as Auto (one-click fix), Flag (surfaced only), or Off, so PerfPilot only ever does exactly what you allow.
Technical
• Unity 2022.3 LTS and up.
• Editor-only — zero runtime code, nothing ships in your game, no impact on Play mode.
• Works with all render pipelines — Built-in, URP, HDRP, and custom.
• No third-party dependencies (uses built-in uGUI only).
• Full C# source included.
PerfPilot turns mobile optimization from a tedious, error-prone chore into a few confident clicks. Scan, fix, ship.