Optimize meshes one prefab folder at a time. Live preview per mesh, full simplifier controls, LOD editing, and prefabs re-pointed automatically on apply.Editor-only tool. It doesn't render anything at runtime, so it works with Built-in, URP, HDRP and custom render pipelines. The preview window uses URP/Lit when available and falls back to Standard.Mesh Optimizer reduces the triangle count of the meshes in your prefabs, one folder at a time, without leaving the Unity Editor.Point it at a folder of prefabs and it lists every mesh they use. Pick a mesh to see the original and the optimized version side by side in a live preview, with all the simplification settings and the prefab's LOD setup next to it. Adjust the settings, watch the preview update, and apply when it looks right. The tool saves the optimized mesh as a new asset and updates the prefab to use it.It works through a whole folder of prefabs in one session. A mesh used by several prefabs is optimized once and reused. Your progress is saved, so you can close the window and continue later. Original meshes are never changed, and nothing is written until you click Apply.Open it from Window > Asset Management > Mesh Optimizer, or right-click a folder and choose Optimize Prefab Meshes.This is an Editor-only tool. It contains no models or scenes and adds nothing to your build. Full documentation is included in the package (Docs/Documentation.md) and available online.Asset uses the open-source Mesh Simplifier library by Mattias Edlund under the MIT License; see Third-Party Notices.txt file in package for details.Key featuresOptimize meshes across a whole prefab folder, one prefab at a timeLive original/optimized preview with orbit, zoom, wireframe and auto-rotateFull simplifier option set, adjustable per meshEdit LOD group transitions in the same windowShared meshes are optimized once and reusedProgress is saved and survives closing the window or renaming prefabsSkip meshes below a triangle count you setApplies changes only when you choose to; originals are keptRequirementsUnity 6000.0 or newerLink to documentationhttps://github.com/zerohint/MeshOptimizer/blob/main/Docs/Documentation.mdAI-based coding assistants were used during development to help write and review parts of the Editor scripts.


