I’ve recently released Smart Project Optimizer, a Unity editor tool I originally built to make it easier to find the little things that slowly make a project heavier and harder to maintain.
It scans your project for things like heavy/unoptimized textures, expensive code patterns, rendering issues, memory usage, unused assets, missing scripts, build settings, physics, animation, and more.
The idea is pretty simple: instead of manually going through hundreds or thousands of assets trying to figure out what could be improved, you get a project health score and a categorized list of issues, along with recommendations and safe one-click fixes where possible.
I also added Quick Wins, so you can quickly apply common safe optimizations without digging through the project yourself.
It can be useful whether you’re working on a small prototype or a large project that has accumulated a lot of assets over time.
Anything yours does better or differently should be stated and stand out clearly. Just based on the headings in each image, it looks like it does the exact same things with the exception of dashboard and quick wins perhaps.
Well yes you are correct.
Yes Project Auditor is built in as of 6.4, and it’s good at what it does: IL-level code analysis, shader variants, build report timings. SPO [My Asset] isn’t trying to beat it on analysis depth. The difference is what happens after the scan: batch one-click remediation across importers, scene and prefab level checks (Canvas rebuild cost, raycast targets, MeshhColliders on dynamic bodies, Animator counts), missing script removal, unused asset detection with quarantine instead of delete, and a health score with before/after snapshots so you can prove the work landed. Auditor tells you. SPO fixes it and tracks the delta.
You need to highlight that. Because PA is the go-to tool everyone will be using, and an upsell is already hard as it is, so narrow down the pains users still have with PA and highlight them in your tool.
Also worth considering: whether some or all of it could run as a PA plugin. That would give your asset a more native feel and users may trust it more if it’s part of the Unity toolchain.