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Asset auditing
Many of the problems found in real projects occur because of honest mistakes – temporary “test” changes and misclicks by a tired developer can silently add poorly-performing Assets, or change the import settings of existing Assets.
For any project of significant scale, it is best to have a first line of defense against human errors. It is relatively simple to write a small piece of code that ensures that no one can add a 4K uncompressed Texture to a project.
And yet, this is a surprisingly common problem. A 4K uncompressed Texture occupies 60 megabytes of memory. On a low-end mobile device, such as an iPhone 4S, it is dangerous to consume more than about 180–200 megabytes of memory. If added by mistake, this Texture inadverte