[!WARNING] Experimental: This tool is experimental. While it has been tested as thoroughly as possible, due to the nature of Unity and diverse scene configurations, some scenes might misbehave. Always make sure to back up your project and scenes before running optimizations just to be safe.
Non-Destructive Design: Most of the tool is completely non-destructive—textures, meshes, and materials are generated as separate copies inside an isolated cache (
Assets/SynSceneOptimizer_Cache/), leaving your original project files untouched. Any features that make permanent changes to project assets are marked with a warning triangle (⚠️) in the feature list below.
Comprehensive VRChat scene and world optimization suite for Unity. Features automatic texture VRAM reduction, mesh decimation & compression, GPU instancing, audio & particle optimization, and mirror reflection mask tuning.
Batching Static flag on unified objects so Unity can batch them together via hardware GPU instancing, drastically reducing unique mesh memory.ParticleSystem in the scene, calculates realistic max particle counts based on emission rates, lifetimes, and bursts, and clamps maximum capacity to prevent accidental runaway particle counts from tanking player framerates. Forces off-screen culling to Pause so dormant particle systems don’t waste CPU/GPU simulation cycles.SynCanvasCuller in your scene) checks a few canvases per frame against the player’s head, measured to the nearest edge of each canvas. It switches the Canvas component and its UI collider, never the GameObject, and nothing is synced. It does nothing until you add canvases: use “Add Distance Culling to Suggested Canvases” (canvases no animation or script switches on and off) or add them one by one, and adjust each distance in the audit. Its UdonSharp program asset is created in Assets/SynSceneOptimizer/Udon/.OnFinishedFullRender / OnFinishedProbes). When a lightmap bake completes, it automatically triggers reflection probe baking and automatically re-enables any reflection probes Bakery left disabled, ensuring reflection probes are never left unbaked, black, or cleared in your final world. Also provides one-click manual buttons to trigger probe bakes and re-enable probes on demand.Assets/SynSceneOpti_v2 / Assets/SynSceneOptimiser) into the modern unified cache structure without breaking asset GUIDs or project references.IProcessSceneWithReport build lifecycle. When building or publishing a world via the VRChat SDK, the optimizer runs automatically on a temporary staging copy of the scene. Your original saved scene file (.unity) remains untouched.Assets/SynSceneOptimizer_Cache/{Platform}/). Assets are hashed against their content and optimization settings, ensuring blazing-fast iterative builds where only modified assets are re-processed.SynPipelineCompactor) to manage material property changes, GPU instancing flags, and mesh assignments during build packaging, avoiding permanent mutation of project source files.Open the Optimizer Window:
Select & Configure Passes:
Protect Specific Assets (Optional):
Inspect Scene Memory (Optional):
Build or Test Your World:
Manage Cache:
Add the Synthos package repository:
https://grimreaper35487.github.io/Synthos-VRC-Packages/index.json
Then search for Synthos Scene Optimizer in the Creator Companion or ALCOM and click Install (it will automatically install Meshia Mesh Simplification (Synthos Edition) as a dependency).
com.synthos.scene-optimizer
https://github.com/GRIMREAPER35487/SynSceneOptimiser#readme
1.1.0 (変更履歴)
2022.3 以降
なし