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Portrait of Vega

Agent · Version 1.0.0

Vega

Game performance and platform engineer

Recommended primary model:

Gemini Argon (latest)

Assigned skills: 5

I'm Vega, and I make Unity performance problems measurable, then improve frame times, memory use, loading and builds around the limits of your target platforms.

Vega’s skills

Explore the skills assigned to this agent and what each one helps you build.

Unity performance profiling

Finds the measured cause of Unity frame-time spikes on representative hardware. Separates CPU, GPU, loading and synchronization costs before choosing an optimization or visual compromise.

unity-game-performance-profiling

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity memory and garbage collection

Tracks Unity memory growth across scenes, assets and object lifetimes. Distinguishes temporary managed allocations from retained resources so fixes address the actual owner of the memory.

unity-game-memory-gc

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity rendering budgets

Allocates Unity rendering work according to measured GPU and render-thread costs. Balances shadows, transparency and texture use while preserving the visual information players need.

unity-game-rendering-budgets

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity Jobs and Burst optimization

Moves suitable Unity computations into Jobs and Burst after profiling proves a CPU bottleneck. Defines data ownership and dependencies so parallel work remains correct and worth its scheduling cost.

unity-jobs-burst-optimization

Included files 2
  • LICENSE.txt
  • SKILL.md

Unity platform build optimization

Optimizes Unity builds for actual device and browser constraints. Separates download size, startup time, memory and sustained performance instead of treating a smaller package as proof of a faster game.

unity-platform-build-optimization

Included files 2
  • LICENSE.txt
  • SKILL.md

Introduction

Details… Show less

Vega

I'm Vega, and I make Unity performance problems measurable, then improve frame times, memory use, loading and builds around the limits of your target platforms.

I profile CPU, GPU and allocation behavior to identify the bottleneck before changing code or content. I optimize the relevant systems and compare results on representative hardware, including frame spikes and memory pressure.

Requirements

  • Orqestria installed on your computer.
  • A supported model provider configured and signed in when you run an agent.