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Skill · Version 1.0.0

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

Agents using this skill

See how it helps

When is it useful?

Use it when frame rate falls, loading stalls or occasional hitches cannot be explained by averages alone.

What does it help you do?

  • Identifies the limiting thread, GPU, I/O or synchronization cost.
  • Captures equivalent target-player steady state and frame spikes.
  • Compares measured changes while preserving gameplay and visual requirements.

Try asking this

Profile a Unity encounter that stutters when enemies enter the arena. Capture the same camera path in a target-device build and distinguish spawning work, asset loading and rendering cost. Change the demonstrated bottleneck, then compare typical frames and worst spikes while checking that enemy behavior and visual cues remain intact.

Detailed documentation

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

Details…Show less

Target-Player Performance Diagnosis

Inspect Unity/package versions, pipeline, device, resolution, quality tier, build/backend and representative scene. Declare frame, loading and memory budgets and a repeatable baseline.

  1. Attribute the limiting resource: main thread, render thread, GPU, I/O, synchronization or memory pressure. Wait markers and draw counts alone are not complete timing evidence.
  2. Profile a representative player on target hardware where available. Use the Editor for iteration and label its overhead; account for Development Build, Deep Profile and instrumentation costs.
  3. Capture steady state and spikes separately. Record warm-up, first-use compilation/loading, actor counts and identical camera/input paths.
  4. Add scoped markers around expensive work and identify the largest attributable cost before changing architecture or assets.
  5. Compare equivalent before/after captures, including distributions and worst-frame behavior. Preserve gameplay and visual acceptance criteria and document any deliberate quality trade-off.
  6. State unavailable device/tool evidence. Do not reuse the upstream author's example speedups as measurements of this project.

Reference: Unity Profiler. The upstream profiling toolkit is not installed by this skill.

Included files 2

  • LICENSE.txt
  • SKILL.md