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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/unity/unity-performance/SKILL.md

unity-performance

Skill105 starsChanged 8 months agoMITView on GitHub

Profile and optimize Unity projects based on player-build evidence, not editor intuition.

2 other projects use a version of this.

Adopted by

Most recently taken up by

The file

We split this skill into the rules it gives an agent

2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈2

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 58
  2. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 59

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Unity Performance

Purpose

Profile and optimize Unity projects based on player-build evidence, not editor intuition.

Use When

  • frame time, GC, memory, or load issues appear
  • content scale is rising
  • release targets are approaching

Inputs

  • target hardware
  • representative scenes
  • current metrics
  • content and architecture assumptions

Process

  1. profile player builds on target or representative hardware
  2. separate CPU, GPU, GC, loading, and memory issues
  3. review scene, prefab, asset, and code contributors together
  4. prioritize fixes by measured impact
  5. track performance baselines over time

Outputs

  • profiling summary
  • optimization backlog
  • baseline metrics
  • owner-by-problem map

Quality Bar

  • respects Unity lifecycle, serialization, and content authoring realities
  • keeps editor/runtime/test boundaries clean
  • prevents scene, prefab, and package complexity from becoming hidden architecture

Common Failure Modes

  • inspector wiring being the only source of truth
  • overusing MonoBehaviours or scene setup as architecture
  • package or scene drift reaching release without review

Related Agents

  • unity-reviewer
  • performance-reviewer
  • technical-artist

Related Commands

  • unity-review
  • perf-budget
  • verify

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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