Read-only Unity Editor tool for scene-structure audits, multi-object selection, static allocation-risk heuristics, and CSV reports.The Editor tool does not use URP-specific APIs. This release and the included demo scene were tested in Unity 6000.0.23f1 with URP.OUT Scene Weight Inspector is a read-only Unity Editor utility for auditing scene structure before deeper profiling.It scans the active scene or all currently loaded scenes and provides a structured overview of scene complexity, rendering-related signals, physics-related components, UI structure, mesh usage, missing references, and selected source-code patterns.The tool is intended for fast scene triage. It helps developers locate suspicious objects, select them in the Hierarchy, and export the results for review.WHAT IT REPORTS• Total, active, and inactive GameObjects• Root object count and maximum hierarchy depth• MeshRenderer, SkinnedMeshRenderer, and SpriteRenderer counts• 3D and 2D Collider counts, including MeshColliders• Rigidbody and Joint counts• Lights by type and bake mode• Shadow-casting renderers and lights• ParticleSystem counts and selected module signals• AudioSource counts• Canvas and optional UGUI component counts• Raycast-target, LayoutGroup, and ContentSizeFitter signals when UGUI is installed• Unique meshes and materials• Missing material slots• Missing MonoBehaviour references• Estimated vertex and triangle totals from shared meshes• Top scene roots by combined structural weight• Top meshes by triangle count• Top MonoBehaviour types by instance countSTATIC ALLOCATION-RISK HEURISTICSWhen editable MonoBehaviour source files are available, the tool can inspect Update, FixedUpdate, LateUpdate, and OnGUI method bodies for selected patterns commonly associated with repeated allocations or expensive work.Examples include LINQ operations, collection creation, object searches, GetComponent, Camera.main, Resources.Load, Instantiate, Destroy, Debug.Log, SendMessage, and BroadcastMessage.This analysis is token-based static inspection. It is not bytecode analysis and does not measure runtime garbage collection. False positives and false negatives are possible.WORKFLOW1. Open Tools > OUT > Diagnostics > Scene Weight Inspector.2. Scan the active scene or all loaded scenes.3. Review the summary, risk score, ranked lists, and detailed rows.4. Use the selection buttons to locate matching GameObjects.5. Export a summary or detailed CSV report.6. Confirm important findings with Unity Profiler, Frame Debugger, Memory Profiler, and a representative platform build.SAFETY• Editor-only• Read-only scene scanning• Does not delete or modify scene objects• Does not change materials, import settings, tags, layers, or project settings• Does not run code automatically after import• Does not require a user account• Does not collect analytics or telemetry• Does not require an internet connection• Does not connect to an external service• Editable C# source code is included• No precompiled DLL is includedLIMITATIONSOUT Scene Weight Inspector is not a replacement for Unity Profiler.It does not directly measure CPU time, GPU time, runtime memory, draw calls, overdraw, frame time, or exact garbage-collection allocations.The 0–100 risk score is a deterministic prioritization heuristic. A green result does not prove that a scene is fast, and a red result does not prove that it is slow.Source inspection is available only when the corresponding editable C# source file can be resolved in the project.COMPATIBILITY• Tested with Unity 6000.0.23f1• Universal Render Pipeline demonstration scene• Editor-only workflow• No third-party dependencies• UGUI is optionalPACKAGE CONTENT• Complete editable Editor source code• Named demonstration scene• Static allocation-risk demonstration script• Offline quick-start guide• Offline complete manual• Script reference• Summary and detailed CSV exportSUPPORTSupport email:Almgp2040@gmail.comCommunity support:https://discord.gg/FgJmqUVx5sCategory: Tools / UtilitiesCOMPATIBILITY• Tested with Unity 6000.0.23f1• Main functionality is Editor-only• Included demonstration scene tested with Universal Render Pipeline• No third-party dependencies• UGUI is optional• Editable namespaced C# source code is included• No precompiled DLL is included• No account, external service, telemetry, analytics, or network connection is requiredSCENE METRICS• Total, active, and inactive GameObjects• Root object count• Maximum hierarchy depth• Transform count• MeshRenderer count• SkinnedMeshRenderer count• SpriteRenderer count• 3D and 2D Collider counts• Collider counts grouped by component type• MeshCollider count• Rigidbody and Joint counts• Lights grouped by type and bake mode• Realtime and shadow-casting light signals• Shadow-casting and receive-shadow renderer signals• ParticleSystem count• Total ParticleSystem maxParticles value• Selected ParticleSystem collision, trail, and light-module signals• AudioSource count• Canvas count• Optional UGUI Graphic, LayoutGroup, ContentSizeFitter, and raycast-target signals• Unique material count• Unique mesh count• Missing material-slot count• Missing MonoBehaviour reference count• Estimated vertex and triangle totals from shared meshesRANKED RESULTS• Top scene roots by combined structural weight• Top meshes by triangle count• Top MonoBehaviour types by instance count• Top scripts by static allocation-risk heuristic scoreSTATIC SOURCE ANALYSIS• Detects Update, FixedUpdate, LateUpdate, and OnGUI callbacks where source code is available• Searches callback bodies for selected patterns such as LINQ operations, collection creation, object searches, GetComponent, Camera.main, Resources.Load, Instantiate, Destroy, Debug.Log, SendMessage, and BroadcastMessage• Static analysis is token-based and may produce false positives or false negatives• Does not measure runtime garbage collectionSELECTION AND EXPORT• Multi-object Hierarchy selection• Includes inactive GameObjects in scene scans• Selects matching GameObjects rather than individual Inspector components• Summary CSV export• Detailed CSV export• UTF-8 CSV outputDOCUMENTATION AND SAMPLE CONTENT• Named demonstration scene• Offline English quick-start tutorial• Offline complete user manual• Table of contents and numbered setup instructions• Troubleshooting section• Limitations section• Script referenceIMPORTANT LIMITATIONS• Does not replace Unity Profiler• Does not measure CPU time• Does not measure GPU time• Does not measure frame time• Does not measure draw calls or overdraw• Does not measure runtime memory• Does not measure exact GC allocations• Does not automatically optimize or modify scene content• Risk scores are deterministic prioritization heuristics, not performance benchmarksOpenAI ChatGPT and OpenAI Codex were used to assist with portions of the C# Editor-tool implementation, demonstration-scene setup and GameObject naming, explanatory text, offline English documentation, and Asset Store listing text.The publisher manually reviewed, edited, corrected, integrated, and tested all AI-assisted output. Manual work included correcting Unity API usage, restructuring the source-code architecture, verifying scene scanning and multi-object Hierarchy selection, testing CSV export, reviewing names and namespaces, documenting limitations, and preparing the final demonstration scene.No generative AI functionality, external AI model, AI service, network access, telemetry, user-data collection, or AI-generated runtime output is included in the distributed package.





