:Release Notes: - Agents files for opencode and claude - Skills for opencode and claude - 3d models with medical organs - Some textures :Detailed Notes: - :Testing Performed: - :QA Notes: - Looks like shit :) :Issues Addressed: TG-1
3.4 KiB
3.4 KiB
Real-time Performance Budget (project-scoped)
Sets the budgets and verification routine for the LaparoscopicSurgeryEmulation scene.
When to use
Load after any visual, hierarchy, material, lighting, or post-processing change, or when diagnosing "scene feels heavy" / "frame rate dropped" reports.
Per-frame budget
| Resource | Budget | Notes |
|---|---|---|
| Triangle count (visible) | ≤ 250k | Cavity is small; most triangles should be culled |
| Draw calls (visible) | ≤ 200 | Static batching helps |
| SetPass calls | ≤ 100 | Raised by unique shaders / materials |
| Real-time lights (visible) | ≤ 4 | One key, one fill, two rims; everything else baked |
| Reflection probes (visible) | ≤ 1 | One cavity probe at 256² |
| Texture memory (visible) | ≤ 64 MB | Mostly mucosa + organ textures |
| Post-processing overrides | ≤ 8 | Bloom + Vignette + DoF + Tonemapping + ColorAdjustments + LensDistortion + ChromaticAberration + FilmGrain = 8 |
| Render scale | ≤ 1.25 | Bumping to 1.5+ to "fix" softness is a landmine |
| MSAA | ≤ 4× | 2× is the safe default |
| Volume profiles (active global) | ≤ 1 | Multiple globals cause blending surprises |
Flag any budget at 80% capacity as a warning (not a fail).
Texture budget
| Texture role | Max size | Format |
|---|---|---|
Mucosa base (TissueMucosa.png) |
2048 | BC7 (desktop) or ASTC (mobile) |
| Mucosa normal | 2048 | BC5 / ASTC normal |
| Organ diffuse | 2048 | BC7 / ASTC |
| Organ normal | 2048 | BC5 / ASTC normal |
| Organ roughness | 1024 | BC4 / ASTC (single channel) |
| Decals (if added) | 512 | BC7 / ASTC |
Verify import settings on any new/modified texture:
- sRGB on for colour, off for normal/roughness/AO.
- Correct texture type (Default vs Normal map vs Single Channel).
- Generate Mip Maps: on.
- Max Size within budget.
Shader cost
- Default: URP/Lit. URP/Simple Lit only as non-hero fallback. URP/Unlit only for HUD/debug.
- Custom shaders (
RenderDepth.shader,BlendShader.compute) are constrained to depth/WebRTC pipelines — do not extend for visual work without a bounded change. - Minimize material keywords: every enabled keyword adds a shader variant.
Verification routine
Run after every bounded change:
mcp__UnityMCP__read_console(types=["error","warning"], count=50, include_stacktrace=true).mcp__UnityMCP__find_gameobjects(search_term="SurgeryBenchmark", search_method="by_path", include_inactive=true)— confirm authored roots.mcp__UnityMCP__manage_profiler(action="profiler_get_counters", category="Render")— check draw calls, SetPass, triangles.mcp__UnityMCP__manage_graphics(action="stats_get")— confirm texture memory.- Two screenshots: scope angle + 30–45° offset.
Scene-cleanliness checks
- Missing references (from
read_console). - Empty containers with no authored purpose.
- Objects outside
SurgeryBenchmark/that are not the preservedMainScenesubtrees. - Duplicate or stray
.matfiles not in the five-canonical-materials inventory. - Unused textures > 512px in
Assets/Materials/orAssets/Textures/.
Verdict levels
- PASS — inside budget and visually intact.
- WARNING — one or more budgets at 80–100%; no regression; note for next agent.
- REGRESSED — a budget was inside before the last change and is now exceeded. Request a rollback from unity-execution.
- FAIL — a budget was already exceeded before the last change, or a regression is severe. Escalate; do not paper over.