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Skill · Version 1.0.0

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

Agents using this skill

See how it helps

When is it useful?

Use it when mobile or Web builds are too large, slow to become interactive or unstable under sustained use.

What does it help you do?

  • Attributes build size and startup cost to actual components.
  • Checks stripping against reflection, serialization and plugin requirements.
  • Measures sustained mobile or real browser constraints on target builds.

Try asking this

Improve a Unity mobile build that starts slowly and loses performance after several minutes. Inspect startup work, included assets and stripping requirements, then test a real device under sustained play. Preserve reflected and serialized types, compare time to interaction and memory, and report thermal or device limits that remain.

Detailed documentation

Read the skill’s original instructions, examples and checks in their authored language.

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Platform and Build Budgets

Inspect Unity version, target platform/architecture, SDKs, scripting backend, quality tier and actual supported devices. Use current platform documentation for release-sensitive requirements; avoid copied fixed API-level or package pins.

  • Measure a reproducible build and explain size by assets, duplicated dependencies, code, symbols and compression. Do not judge runtime memory from download size.
  • Change stripping/code-generation settings with reflection, serialization and plugin requirements in mind. Preserve required types with the supported mechanism and check an actual target build.
  • Budget startup to the first interactive frame; attribute synchronous I/O, initialization, decompression and upload work rather than simply delaying the same blocking work behind a spinner.
  • For mobile, compare sustained frame time and memory on representative low-tier hardware, including thermal/background/resume behavior. A Device Simulator is not performance evidence.
  • For Web, verify supported threading, graphics, memory, compression/server headers and load behavior for the actual browser/deployment setup.
  • Keep signing credentials and store/environment changes separate from optimization. Do not upload, publish or modify paid platform settings without authorization.

Report build configuration, artifact sizes, startup evidence and target limitations. Preserve the agreed visuals and gameplay when changing quality tiers.

Reference: Unity platform development; upstream helper scripts and example target numbers are not assumed valid here.

Included files 2

  • LICENSE.txt
  • SKILL.md