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/profiler

Capture read-only Unity runtime performance snapshots. 采集只读的 Unity 运行时性能快照。

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unity-skills
1.6k74 skills5 commands
Install
$ npx -y skills add Besty0728/Unity-Skills --skill profiler --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/profiler

Context preview

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

Capture read-only Unity runtime performance snapshots. 采集只读的 Unity 运行时性能快照。

SKILL.md

profiler.SKILL.md
name: unity-profiler
description: Capture read-only Unity runtime performance snapshots. 采集只读的 Unity 运行时性能快照。

Triggers

  • Checking runtime performance
  • Taking a profiler snapshot
  • Inspecting memory/frame stats
  • 查看运行时性能、抓取 profiler 快照、检查内存/帧率统计

Profiler Skills

Get performance statistics.

Operating Mode

  • **Approval / Auto / Bypass**: 所有 skill 直接执行。本模块**全部**标 `ReadOnly = true, Mode = SkillMode.SemiAuto`,三档模式下都不需要 grant。
  • **本模块不含 Delete / PlayMode / Reload / RiskLevel=high 类 skill** —— 没有 `IsForbiddenInSemi` 拦截。
  • 注:本组 skill 仅做"瞬时快照"读取,不是 Profiler 录制控制;持续采样请用 Unity Profiler 窗口。

**DO NOT** (common hallucinations):

  • `profiler_start` / `profiler_stop` do not exist → profiler skills are read-only snapshots, not recording controls
  • `profiler_record` does not exist → use Unity Profiler window for recording
  • `profiler_analyze` / `profiler_get_fps` do not exist → use `profiler_get_stats` (FPS, batches, draw calls) or `profiler_get_memory` (heap sizes)

**Routing**:

  • For scene performance hints → use `perception` module's `scene_performance_hints`
  • For memory info → `debug_get_memory_info` (debug module) or `profiler_get_memory` (this module)
  • For optimization suggestions → use `optimization` module

Skills

`profiler_get_stats`

Get performance statistics (FPS, Memory, Batches). **Parameters:** None.

**Returns:**

{
  "fps": 60.0,
  "triangles": 1500,
  "batches": 12,
  "memory": { "totalAllocatedMB": 256.5, ... }
}

`profiler_get_memory`

Get memory usage overview (total allocated, reserved, mono heap). **Parameters:** None.

**Returns:** `{ success, totalAllocatedMB, totalReservedMB, unusedReservedMB, monoHeapMB, monoUsedMB }`

`profiler_get_runtime_memory`

Get top N objects by runtime memory usage in the scene.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | limit | int | No | 20 | Maximum number of objects to return |

**Returns:** `{ success, totalTrackedMB, showing, objects: [{ name, type, sizeKB }] }`

`profiler_get_texture_memory`

Get memory usage of all loaded textures.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | limit | int | No | 50 | Maximum number of textures to return |

**Returns:** `{ success, totalCount, totalMB, topTextures: [{ name, type, sizeKB, width, height }] }`

`profiler_get_mesh_memory`

Get memory usage of all loaded meshes.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | limit | int | No | 50 | Maximum number of meshes to return |

**Returns:** `{ success, totalCount, totalMB, topMeshes: [{ name, sizeKB, vertices, triangles }] }`

`profiler_get_material_memory`

Get memory usage of all loaded materials.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | limit | int | No | 50 | Maximum number of materials to return |

**Returns:** `{ success, totalCount, totalMB, topMaterials: [{ name, shader, sizeKB }] }`

`profiler_get_audio_memory`

Get memory usage of all loaded AudioClips.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | limit | int | No | 50 | Maximum number of clips to return |

**Returns:** `{ success, totalCount, totalMB, topClips: [{ name, sizeKB, length, channels, frequency }] }`

`profiler_get_object_count`

Count all loaded objects grouped by type.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | topN | int | No | 20 | Number of top types to return |

**Returns:** `{ success, totalObjects, topTypes: [{ type, count }] }`

`profiler_get_rendering_stats`

Get rendering statistics (batches, triangles, vertices, etc.). **Parameters:** None.

**Returns:** `{ success, frameTime, renderTime, triangles, vertices, batches, setPassCalls, drawCalls, dynamicBatchedDrawCalls, staticBatchedDrawCalls, instancedBatchedDrawCalls, shadowCasters }`

`profiler_get_asset_bundle_stats`

Get information about all loaded AssetBundles. **Parameters:** None.

**Returns:** `{ success, count, bundles: [{ name, isStreamedSceneAssetBundle }] }`

Exact Signatures

Exact names, parameters, defaults, and returns are defined by `GET /skills/schema` or `unity_skills.get_skill_schema()`, not by this file.

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