unity-performancelisted
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