Scene Stats

beginner concepts

Scene Pilot Pro · Core Concepts

Scene Stats

The Scene Stats window gives you a scene-wide breakdown of geometry, memory, rendering, assets, scripts, and the heaviest objects in your scene. Use it to budget a level, spot regressions after a change, or understand where the bulk of your scene cost lives - all without entering Play mode.

Open it from Window > Kronnect > Scene Pilot Pro > Scene Stats.

On-demand. Scene Stats does not auto-scan. Press Refresh to scan the active scene. Switching scenes clears the previous results so the report cannot become stale.

Window Layout

The window has three areas:

  • Toolbar - Refresh on the left to scan the current scene; Export on the right (enabled once a scan has run).
  • Report - six collapsible sections with the scan results. The expanded/collapsed state of each section is remembered between sessions.
  • Status bar - shows the active render pipeline, the scene name, and the time of the last scan.

Sections

Geometry

Counts of GameObjects, renderers, submeshes, triangles, vertices, and skinned bones in the scene.

MetricWhat it means
GameObjects (active / total)How many objects exist in the scene and how many are active in the hierarchy.
Root GameObjectsTop-level GameObjects with no parent. Many roots can slow down hierarchy iteration.
Renderers (active / total)All Renderer components and how many of them are currently rendering.
MeshRenderers / SkinnedMeshRenderersPer-type breakdown of the renderers above.
SubmeshesMesh subdivisions across all renderers. Each submesh + material combination costs at least one draw call.
Triangles / Vertices (instance total)Sum across all rendered instances - what the GPU draws if everything is on screen.
Skinned bones (total)Total bones across all SkinnedMeshRenderers. High totals dominate CPU skinning cost per frame.
Static-batching candidatesRenderers marked Batching Static. Unity will combine them at build time.

Memory

Estimated runtime memory footprint of the assets referenced in the scene.

MetricWhat it means
Texture VRAM (estimated)Sum of estimated GPU memory across unique textures referenced in the scene.
Mesh runtime sizeProfiler.GetRuntimeMemorySizeLong sum across unique meshes.
Audio runtime sizeProfiler.GetRuntimeMemorySizeLong sum across unique audio clips. Reflects the runtime footprint, which can differ from the file size on disk.
Unique textures / meshes / audio clipsDistinct asset counts for each category.

Rendering

Lights, cameras, probes, materials, and shader keywords - the parts of the scene most likely to drive frame cost and build size.

MetricWhat it means
Lights - Realtime / Baked / MixedBreakdown by light Mode. Realtime is computed every frame; Baked is pre-computed into lightmaps; Mixed depends on the active Lighting Mode.
Lights - ForcePixelBuilt-in RP only: lights with Light.renderMode = ForcePixel. Always render per-pixel and are required for shadows in Built-in.
Casting shadowsLights with Light.shadows != None. Each one adds a shadow map render pass.
Cameras (active / total)All Camera components and how many are enabled on active GameObjects.
Reflection Probes / Light Probe GroupsProbe component counts. Reflection probes set to Every frame are very expensive.
Unique materialsDistinct material assets referenced by renderers in the scene.
Materials w/o GPU instancingMaterials with enableInstancing off. Each can break dynamic batching.
Unique shadersDistinct Shader assets used. More shaders means more state changes and longer build times.
Total shader keywordsSum of shaderKeywords.Length across all materials. High counts hint at variant explosion.

Assets

Distinct asset usage and texture composition.

  • Unique textures / meshes / prefabs - distinct asset counts referenced from the scene.
  • Total prefab instances - total instances; can be higher than unique prefabs if the same prefab is reused.
  • Textures by resolution - sub-table grouping textures by power-of-two bucket (<=64, 128, 256, 512, 1K, 2K, 4K, 8K, >8K). Useful to spot textures that are larger than they need to be.
  • Textures by format - sub-table grouping textures by graphics format (BC7, ASTC, RGBA32, etc.).
  • Duplicate-named textures - lists textures with the same file name but different paths. Each path is clickable - click to ping the asset in the Project window.

Scripts

MonoBehaviour usage in the scene and which scripts hook into the per-frame loop.

MetricWhat it means
Total MonoBehavioursTotal MonoBehaviour instances across all GameObjects.
With Update / FixedUpdate / LateUpdateInstance counts whose script implements the corresponding loop callback. High Update counts dominate per-frame cost.
Top scripts by instance countUp to 20 most common script types, with a flag column: U=Update, F=FixedUpdate, L=LateUpdate. Hover any row to see the assembly name.

Top Offenders

The 10 heaviest items in each of four categories. Every row is clickable.

  • Heaviest textures (VRAM) - by estimated VRAM. Click to ping the texture asset.
  • Heaviest meshes (triangles) - by triangle count. Click to ping the mesh asset.
  • Most complex GameObjects - by component count. Click to select the GameObject in the Hierarchy.
  • Most instanced prefabs - by number of instances in the scene. Click to ping the prefab asset.

Export

Click Export in the toolbar to save the current report. Three formats are available:

  • CSV - one row per metric (Section, Metric, Value). Suitable for spreadsheets and automated processing.
  • Text - human-readable plain text with the scene name, pipeline, scan timestamp, and one line per metric grouped by section.
  • HTML - styled standalone HTML page with the same data, ready to share with the team or attach to a ticket.

The Export button is disabled until the first scan has completed.

When to Use Scene Stats

  • Before submitting a scene - confirm triangle, draw, and shadow caster counts are within budget.
  • After a big merge - compare exports before and after to spot regressions in mesh, texture, or script counts.
  • To find an obvious offender - jump straight to the Top Offenders section to see the heaviest single texture, mesh, or prefab.
  • Pipeline migration - the status bar shows the active render pipeline so the report is unambiguous when comparing Built-in vs URP vs HDRP scenes.
Tip: Pair Scene Stats with the Health Window - Scene Stats tells you how big the scene is, Health tells you what is wrong with it.
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