Diagnosing and Fixing Crowd Performance in a Unity/WebGL Third-Person Game
A multi-layered performance investigation on Cat Distribution Network. Uncovered four masked bottlenecks: broken LOD 3 culling (0% transition threshold), empty-but-enabled modular SkinnedMeshRenderers, deceptive Editor IMGUI / GC plateaus, and camera-proximity LOD0 polygon explosion.
60+ FPS
Stable WebGL26 MB
Budget: <50 MB40+ NPCs
NavMesh-drivenProfiler-1st
Zero guesswork