Project Doctor
Project Doctor
Section titled “Project Doctor”Module: Tech · Category: QA · Tool ID:
ProjectDoctorSuite
The flagship project-health suite. Five tabs covering: project health (references, textures, materials, meshes, naming), cook + build cost (texture/mesh/material footprint), texture memory budget (format distribution, streaming status), Android compliance (per-platform requirements wizard), and a scene audit with overdraw hotspot detection + tick-conflict identification + CSV export.

When to use it
Section titled “When to use it”- Pre-shipping comprehensive audit
- Cook size investigation — finding the biggest contributors to package bloat
- Texture memory budget review — format distribution, mip streaming
- Android-specific compliance verification
- Scene-by-scene performance audit
When not to use it
Section titled “When not to use it”- Don’t expect this to handle every platform — Android has dedicated compliance; iOS / Console have their own (mostly Quest Readiness Scanner for VR)
Opening the tool
Section titled “Opening the tool”- Open the EQLabs Hub and search for
Project Doctor(or browse to Tech → QA) - Click the tool card
- Use the tab bar: Health / Cook & Build / Budget / Android / Scene Audit
Tab 1 — Project Doctor (Health)
Section titled “Tab 1 — Project Doctor (Health)”Project-wide diagnostics:
- Asset references (orphans / circular)
- Texture stats and memory
- Material counts and complexity
- Mesh stats
- Naming convention violations
- Build settings sanity
Tab 2 — Build Cost Intelligence
Section titled “Tab 2 — Build Cost Intelligence”Texture / mesh / material footprint estimation. Estimates final cook size by asset type with breakdowns.
Tab 3 — Texture Memory Budget
Section titled “Tab 3 — Texture Memory Budget”Per-format distribution (BC1 / BC3 / BC5 / BC7 / DXT / etc.), streaming status (always-loaded vs streamed), per-LOD-group totals, memory budget vs actual.
Tab 4 — Android Compliance Wizard
Section titled “Tab 4 — Android Compliance Wizard”Android-specific requirements: ASTC support, OpenGL ES vs Vulkan, target SDK level, signing requirements, max APK / OBB sizes.
Tab 5 — Scene Audit
Section titled “Tab 5 — Scene Audit”Per-level analysis:
- Total actors / unique materials / unique meshes
- Estimated texture memory
- Draw call estimate
- Overdraw hotspot estimation — areas of high translucent overdraw
- Tick conflict count — actors with conflicting tick groups
- CSV export

Workflow
Section titled “Workflow”Pre-shipping audit
Section titled “Pre-shipping audit”- Walk all five tabs in sequence
- Note Critical issues from each tab
- Build a punch list, address in priority order
Scene optimization
Section titled “Scene optimization”- Open the level
- Switch to Scene Audit tab
- Click Run — list populates
- Sort by texture memory descending — top entries are highest-impact
- Single-click pings asset, double-click opens editor; for hotspots, double-click flies camera to actor
Settings reference
Section titled “Settings reference”Per-tab parameters persist to [Project]/Saved/EQLabs/Settings/ProjectDoctorSuite.json.
Output
Section titled “Output”- In-panel results per tab
- CSV export — Scene Audit tab
- Viewport overlay — overdraw hotspots and tick-conflict indicators (when Scene Audit results are loaded)
Tips & gotchas
Section titled “Tips & gotchas”- Project Doctor is the flagship audit tool — run it before every milestone
- Scene Audit’s tick conflict detection complements Motion-Physics Sync Engine — but covers more general cases
- Build Cost is an estimate — real cook output depends on platform-specific compression and runtime settings
Related tools
Section titled “Related tools”- Asset Naming Checker — focused naming audit
- Quest Readiness Scanner — VR-specific equivalent of Android Compliance Wizard
- Texture Validation & Color Mgmt — focused texture audit
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