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dalkiaclaude
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chore: note LODs aren't natively scene-level per-model in content-breakdown MCP tool
The get_scene_content_breakdown tool ranks sources by triangles, which invites the agent to recommend LODs to shrink a heavy mesh. Per-model LODs are not natively supported at the scene level currently, so add a caveat to the tool Description steering the agent toward mesh decimation or retopology instead, alongside the existing 'check shaderVariants before recommending material dedup' steer. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Explorer/Assets/DCL/McpServer/Tools/GetSceneContentBreakdownTool.cs

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@@ -39,7 +39,9 @@ public class GetSceneContentBreakdownTool : McpTool
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+ "(move_to/set_camera_pose). Use it after get_scene_content_stats shows a metric near its cap to find which assets to optimize. "
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+ "Interpretation: URP's SRP Batcher bins draws by shader variant, so many materials sharing few shaderVariants render cheaply — "
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+ "a high material count mainly costs memory, textures and lost instancing opportunities. Check shaderVariants before recommending "
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+ "material dedup as a frame-time optimization. Triggers a fresh counting pass over the currently rendered content.";
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+ "material dedup as a frame-time optimization. Do not recommend LODs (level-of-detail meshes) to cut a heavy source's triangles: "
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+ "per-model LODs are not supported at the scene level currently and must be handled manually in the source asset. "
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+ "Triggers a fresh counting pass over the currently rendered content.";
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public override JObject OutputSchema =>
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McpJsonSchema.Object()

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