Level Optimizer is a lightweight runtime performance management system that monitors frame rate and automatically adapts rendering, quality, and simulation settings to help maintain stable performanceLevel Optimizer – Performance Management SystemLevel Optimizer is a lightweight runtime performance management system for Unity that monitors frame rate and dynamically adjusts rendering, quality, and simulation settings to help maintain stable performance during gameplay.Instead of relying on destructive or editor-only optimization techniques, the system uses safe runtime adjustments that adapt visual quality and simulation behavior based on real-time performance conditions. This makes it suitable for production environments where scene complexity, dynamic objects, or gameplay events can affect performance.The optimizer continuously monitors FPS and applies controlled adjustments to rendering and simulation parameters such as camera culling distance, shadow quality, LOD bias, resolution scaling, and physics settings. Adjustments are applied gradually to maintain visual consistency while improving frame stability.Level Optimizer is designed to work reliably in dynamic environments including large scenes, open worlds, procedurally generated content, and systems that spawn objects at runtime.Key Features• Runtime FPS monitoring and adaptive performance control• Dynamic rendering quality adjustment based on frame rate• Camera-based distance culling with optional layer filtering• Automatic shadow distance and shadow quality scaling• Runtime LOD bias adjustment to reduce rendering load• Optional dynamic resolution scaling when performance drops• Physics simulation tuning during heavy load conditions• GPU instancing activation where supported• Non-destructive runtime adjustments that do not modify assets permanently• Modular design allowing optimization modules to be enabled or disabled individuallyOptimization SystemThe system uses a modular controller that evaluates frame-time fluctuations and gradually applies performance adjustments when the frame rate falls below the target threshold.Rather than aggressively changing settings, Level Optimizer applies incremental adjustments to maintain a balance between visual quality and stable performance. When performance recovers, the system can restore higher quality settings automatically.This adaptive approach helps reduce sudden frame drops while preserving visual fidelity as much as possible.Editor Configuration WindowLevel Optimizer includes a custom Editor Window that provides a centralized interface for configuring optimization behavior.From the editor window you can:• Enable or disable individual optimization modules• Adjust performance thresholds and target frame rate• Configure rendering and quality adjustment limits• Apply preset configurations (Mobile / Balanced / High Quality)• Preview and tune optimization settings during Play ModeAll configuration can be performed without writing code, making the system easy to integrate into existing projects.Render Pipeline CompatibilityLevel Optimizer is designed to work across Unity’s supported render pipelines.Supported pipelines:✅ Built-in Render Pipeline✅ Universal Render Pipeline (URP)✅ High Definition Render Pipeline (HDRP)The system uses pipeline-compatible APIs and automatically skips features that are not supported by the active pipeline.Ideal Use CasesLevel Optimizer is suitable for projects that require stable frame rates under varying scene complexity.Common use cases include:• Mobile and low-end hardware optimization• VR and XR applications where frame stability is critical• Large or open-world environments• Procedural or dynamically generated scenes• Games with heavy object spawning or pooling systems• Projects requiring adaptive performance management during gameplayIncluded in the Package• Runtime optimization system• Modular performance control components• Custom editor configuration window• Demo scene with FPS visualization• Documentation and usage guidelinesTechnical Overview• Implemented using safe runtime Unity APIs• Non-destructive system that does not permanently modify assets• Compatible with dynamically spawned and pooled objects• Designed to run during gameplay without altering project files• Modular architecture allowing flexible configurationLimitations & NotesPerformance improvements depend on project complexity, target platform, and hardware capabilities.Level Optimizer adjusts supported Unity runtime settings but does not replace proper optimization practices such as efficient assets, optimized shaders, and good scene design.SupportFor support, bug reports, or feature requests:📧 yousseftq77@gmail.comLevel Optimizer is built around a centralized, persistent optimization manager that operates safely across scene loads without relying on expensive scene-wide searches.The system uses an event-based registration model, allowing compatible components to register and unregister themselves automatically at runtime. This avoids the use of FindObjectsOfType, ensures pool compatibility, and supports dynamically spawned objects.Each optimization domain is handled by a dedicated per-component optimizer, ensuring modularity and fine-grained control.Core ArchitectureSingleton optimization manager (persistent across scenes)Event-driven component registrationPer-component optimizers:Renderer OptimizerLight OptimizerRigidbody OptimizerAnimator OptimizerInternal HashSet tracking to prevent duplicate processingZero-allocation runtime update loops[Optimization Systems]Draw Call Management (Runtime-Safe)Optional GPU instancing enablement for compatible renderersControlled runtime adjustment of renderer flags that affect batchingOptional static batching compatibility hints (editor or pre-runtime)No mesh or material rewriting at runtimeAll changes are reversible and non-destructiveThis system does not perform destructive mesh operations or force batching behavior that could break lighting or prefabs.Shadow OptimizationDistance-based shadow disabling per rendererDynamic global shadow quality adjustmentSupports Built-in, URP, and HDRP shadow APIsChanges are applied gradually to prevent visual poppingLOD OptimizationDynamic adjustment of QualitySettings.lodBias based on real-time FPSUses configurable thresholds and smoothing to avoid rapid oscillationFully reversible and pipeline-agnosticDynamic Resolution ScalingImplemented using ScalableBufferManagerGradual resolution scaling to avoid flicker or sudden sharpness lossAdjustable minimum and maximum scale limitsAutomatically disabled on unsupported platformsPhysics OptimizationRuntime tuning of solver iteration countsControlled adjustment of fixedDeltaTime and maximumDeltaTimeDesigned to preserve gameplay stability while reducing CPU loadDoes not disable physics simulationMesh Combine (Optional Advanced Feature)Optional static mesh combining for scene objectsOptional runtime mesh combining for controlled scenariosDisabled by default and intended for advanced usersDesigned to work with pooled and dynamically spawned objectsClear documentation provided on limitations and best practicesMesh combining is not required for the core optimizer functionality.Performance Safety & StabilityNo memory allocations during runtime update loopsPool-safe and spawn-safe architectureSupports large scenes and open-world layoutsAll optimization changes are reversibleSafe fallback behavior on unsupported platforms or pipelinesthe package were improved with the assistance of AI tools.These include:Code organizationAll core gameplay systems, networking behaviours, mechanics, artwork, and design decisions were created and implemented manually by Yousset Studios.AI assistance was used only to organize and speed up workflow during development.




