Phaser profiling and delivery
Checks how the built game performs under real loading paths and busy gameplay. It traces object, texture and listener growth rather than assuming the development preview represents delivery.
phaser-profiling-delivery
See how it helpsWhen is it useful?
Use when the development scene runs smoothly but the shipped game stalls or misses assets.
What does it help you do?
- Measures update time, object counts, texture memory and rendering batches.
- Checks production base paths and behavior after repeated restarts.
- Includes background tabs and browser audio activation in delivery checks.
Try asking this
Our bullet-hell game slows after repeated deaths. Measure bullets, listeners and textures across ten restarts, then compare the busiest wave after a focused fix. Also open the production build from its real subdirectory and resume audio after a user action.
Detailed documentation
Read the skill’s original instructions, examples and checks in their authored language.
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Phaser — profiling delivery
Use when diagnosing Phaser frame stalls, texture growth, loading or production browser failures.
Version and project gate
Inspect Phaser major version, package lock, scene registry, renderer, scale configuration, Arcade/Matter plugins, loaders, animation keys and deployment base path. Phaser 2 States, Phaser 3 Scenes and newer APIs are not interchangeable. Never turn a task into an engine upgrade without the user’s intent. Read the version-matching official reference when an API decision depends on it.
Work
Measure the actual busiest scene and repeatable restart route. Inspect update cost, object counts, texture memory and renderer batch breaks. Compare production assets and base paths with development. Account for background-tab behavior and audio-unlock requirements.
Deliver
A measured issue, focused fix and delivery checklist tied to an actual build URL and device. Keep the change in the existing project structure; separate actual observations from the proposed acceptance scenario below.
Failure to prevent
A smooth empty scene does not validate a busy level; automatic audio playback may be blocked.
Acceptance scenario
Replay the busy route, restart repeatedly, background the tab and load the built game from its deployed subpath. Follow the project’s execution and verification permissions. If execution or a target device is unavailable, provide the reproduction steps and name the remaining uncertainty; do not mark it passed.
Scope and sources
This skill belongs to Kip. Agent selection is restricted by Orqestria’s assigned-agent policy, including forced skill selection; instruction text alone is not an access control. These are original task workflows researched from official documentation, not a copied or endorsed vendor skill.
Included files 1
SKILL.md
