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/performance

Advise on Unity performance red flags. 为 Unity 性能红线提供建议。

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unity-skills
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Install
$ npx -y skills add Besty0728/Unity-Skills --skill performance --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/performance

Context preview

The summary Claude sees to decide when to auto-load this skill.

Advise on Unity performance red flags. 为 Unity 性能红线提供建议。

SKILL.md

performance.SKILL.md
name: unity-performance
description: Advise on Unity performance red flags. 为 Unity 性能红线提供建议。

Triggers

  • Reviewing performance
  • Diagnosing frame drops
  • Reducing allocations
  • Planning pooling/optimization
  • 做性能审查、诊断掉帧或卡顿、减少内存分配、规划对象池/优化

Unity Performance Red Flags

Use this skill for a high-signal review of likely Unity performance issues. Focus on red flags, not speculative micro-optimizations.

Check For

  • Too many unrelated `Update` / `LateUpdate` / `FixedUpdate` loops
  • Repeated `Find`, `GetComponent`, `Camera.main`, or tag lookups in hot paths
  • Frequent `Instantiate` / `Destroy` suitable for pooling
  • Avoidable per-frame allocations:
  • LINQ
  • string formatting
  • closures
  • boxing
  • Reflection in runtime hot paths
  • Expensive editor-only helpers leaking into runtime code
  • Physics, animation, or UI updates happening at the wrong cadence

Hidden Costs: Possibility ≠ Actuality

Three counter-intuitive traps where what seems "free" is actually expensive. Each cost is paid for *possibility* of work, not for work actually performed — which is why profilers rarely catch them directly.

Write permission costs, even without writing

A component whose `Update` *can* mutate `transform.position` pays the cost whether the branch runs or not: dirty-flag and serialization systems treat write permission as a reason to poll every frame. Similarly, a `[SerializeField]` field that is never modified at runtime still sits on the serialization path. The fix is to **remove the permission**, not tighten the branch — split the rarely-needed writer into its own component and `AddComponent` only when needed. *Source: `NetcodeSamples/HelloNetcode/2_Intermediate/07_Optimization/Optimization.md` — "a system with the possibility of writing to a component, regardless of whether it writes to it or not, will always have to be serialized".*

Sequential seeds produce correlated random streams

Seeding N RNG instances with `baseSeed + i` gives N *similar* streams — patrol paths line up, spawn jitter clumps, loot rolls cluster. Hash the index before seeding:

// Wrong — N correlated streams
for (int i = 0; i < N; i++) rngs[i] = new System.Random(baseSeed + i);

// Correct — hash decorrelates adjacent seeds
for (int i = 0; i < N; i++)
    rngs[i] = new System.Random((int)((uint)baseSeed * 2654435761u ^ (uint)i));

`Unity.Mathematics.Random.CreateFromIndex(i)` applies this internally and is preferred when the math package is available. *Source: `Dots101/Entities101/Assets/HelloCube/3. Prefabs/SpawnSystem.cs:37-39` and its comment.*

Logging fires in release builds by default

`Debug.Log` is **not** stripped in Player builds; only methods marked `[Conditional("UNITY_EDITOR")]` (such as `Debug.DrawLine`) have their arguments elided at the call site. That means a log line with interpolation or helper calls runs every frame in shipped games:

// Wrong — GetPlayerInfo() and string interpolation execute in release
Debug.Log($"Player {GetPlayerInfo()} at {Time.time}");

// Better — guard the whole expression
if (Debug.isDebugBuild) Debug.Log($"Player {GetPlayerInfo()} at {Time.time}");

The same principle as the "possibility write" rule above — the runtime pays for the *possibility* of work, not only for the work.

Output Format

  • Confirmed red flags
  • Likely red flags
  • Changes worth doing now
  • Changes not worth doing now
  • Expected gain category: clarity / frame time / GC / scalability

Guardrails

> **Mode**: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).

  • Do not recommend large refactors without a meaningful hotspot.
  • Do not replace simple code with unreadable “optimized” code unless the hot path is real.
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REST API-based AI-driven Unity Editor Automation Engine Let AI control Unity scenes directly through Skills 🎉 We are now indexed by DeepWiki! Got questions? Check out the AI-generated docs → The current official maintenance baseline is Unity 2022.3+.

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