Lumina Performance Suite: Ultimate Project & Scene Optimizer
Erdinc Gurbuz
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Lumina Performance Suite: Unity Editor tools for scene analysis, smart atlas creation, 5‑tier LODs, fast mesh decimation, texture optimization and safe asset cleaning — automate performance workflows.Lumina Performance Suite is a compact, production‑ready Unity Editor toolkit that accelerates optimization workflows. Ship faster, reduce draw calls, and boost runtime FPS with automated atlas creation, multi‑tier LODs, fast mesh decimation, bulk texture tuning and safe asset cleaning — all from one window.Key features•Smart Atlas Combiner — automatically detects material shader properties (HDRP / URP / Built‑in), packs textures, and creates combined materials and meshes to cut draw calls.•Automated 5‑Tier LOD Generator — create LOD0–LOD4 groups in one action; LOD1–4 are generated with the built‑in SimpleMeshDecimator for fast, deterministic simplification.•Fast Mesh Decimation — internal decimator produces reliable, quick reductions (ideal for rapid iteration and prototyping).•Bulk Texture Optimization — resize textures with backup and revert support to quickly meet target limits (mobile/VR ready).•Static Mesh Combining — combine meshes by material to reduce batches and improve batching efficiency.•Safe Asset Cleaner — scan for unused textures, materials and empty folders and safely remove them (undo/confirm workflows included).•Editor‑friendly — all tools live under Tools > Lumina Suite and operate inside the Editor (scripts are namespaced to Lumina.PerformanceSuite).Why use it•Save time: automate repetitive optimization tasks so artists and engineers focus on content, not manual cleanup.•Improve performance: fewer draw calls, fewer objects, and lower triangle counts directly impact frame rate on constrained hardware.•Safe and reversible: most operations support Undo or backup/restore for importer changes.Compatibility & notes•Editor tools must be placed in an Editor folder; recommended path: Assets/Lumina Performance Suite/Editor/.•SimpleMeshDecimator is a lightweight vertex‑merge decimator—fast and predictable; for highest‑quality reductions consider QEM‑based tools if required.•HDRP scenes/tools: if you include HDRP demo scenes, state HDRP as a dependency or provide cleaned versions for non‑HDRP projects.Quick start1.Import to your project and place Editor files under Assets/Lumina Performance Suite/Editor/.2.Open: Tools > Lumina Suite > Main Dashboard.3.Select objects → Generate Atlases / Apply LODs / Decimate → Optimize textures → Clean assets.Add this toolkit to your pipeline to automate manual optimization, reduce iteration time, and ship smoother experiences — from mobile to desktop.•Smart Atlas Combiner•Detects material shader properties (HDRP / URP / Built‑in) automatically.•Packs textures into atlases, handles importer readability, saves PNG atlases and creates a combined material + combined mesh.•5‑Tier LOD Generator•Creates LOD0–LOD4 groups in one action.•LOD1–LOD4 are auto‑generated using the internal SimpleMeshDecimator. Undo supported.•SimpleMeshDecimator (built‑in decimator)•Fast, deterministic vertex‑merge simplifier.•API: SimpleMeshDecimator.Decimate(Mesh src, float quality, string name, string folder) → saves simplified mesh asset.•Bulk Texture Optimization (Pro Tools)•Resize textures in bulk with backup (EditorPrefs) and revert support. Ideal for mobile/VR target sizing.•Static Mesh Combining•Combine meshes by material into single meshes to reduce batches and improve static batching.•Smart Asset Cleaner•Scans for unused textures, unused materials and empty folders; provides a safe UI for selection and deletion.•Scene Analysis / Audit•Finds high‑poly objects by triangle threshold; lists and selects offending GameObjects.Technical details / constraints•All Editor scripts live under Assets/Lumina Performance Suite/Editor/ and use namespace Lumina.PerformanceSuite.•Menu: Tools > Lumina Suite > Main Dashboard.•Asset creation uses AssetDatabase.CreateAsset; importer settings (isReadable, textureType) are temporarily adjusted and restored where applicable.•SimpleMeshDecimator is simple (vertex proximity collapse); it does not preserve UV seams/tangents/bone weights like QEM solvers do. Use for fast iteration, not highest‑quality production simplification.•Atlas uses Unity’s Texture2D.PackTextures (no rotation/trim). UV/material remapping must be validated after atlas creation.Recommended usage•Test on a small copy of your project first.•Use atlas + combined material/mesh to reduce draw calls; use LODs and decimation to reduce triangle counts for lower‑end targets.• AI/ML-supported tools were used in the development process of this package (for code templates, refactoring suggestions, documentation, and shortcode examples).• All AI outputs were reviewed, corrected, and tested by human developers; the package contains only human-approved, working code. • No third-party content that could infringe copyrights was used in the package; external library dependencies are clearly stated.




