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unity-performancelisted

Use when analyzing or optimizing Unity performance — CPU/GPU/RAM profiling, object pooling, batching strategies, physics optimization, memory management, and platform-specific budgets.
TheArcForge/Hades · ★ 25 · AI & Automation · score 75
Install: claude install-skill TheArcForge/Hades
# Unity Performance Deep decision framework for Unity performance analysis and optimization. Profile first, identify the bottleneck, then apply the targeted fix. This skill provides CPU/GPU/RAM cost models, object pooling, batching, physics, and platform budget guidance. ## When to Apply Activate when the conversation involves: - Profiling or measuring performance in the Unity Editor or on-device - Choosing between rendering strategies (static batching, GPU instancing, SRP Batcher, atlases) - Deciding whether to pool objects, and how to implement the pool - Physics performance (collision layers, collider types, timestep tuning) - Memory management (texture compression, audio load types, heap allocations) - Frame rate targets and platform budget planning - Identifying hotspots in Update loops or high-frequency code paths Do NOT activate for broad architectural questions about how to structure a system — those go to `hades:unity-architect` first. ## Project Context Check Before making recommendations, gather project-specific context so advice is calibrated to the actual codebase. 1. **Understand the project scale and render pipeline:** - Call `get_project_summary()` — reveals render pipeline (URP/HDRP/Built-in), platform target, scene count, and asset volumes. A mobile URP project requires very different advice than a PC HDRP project. - Call `project_settings(section: "renderPipeline")` — confirms which pipeline is active and its pipeline asset path. Hades has no t