addressables-design
Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Capture read-only Unity runtime performance snapshots
Claude Code
$ npx -y skills add Besty0728/Unity-Skills --skill profiler --agent claude-code
Codex
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Cursor
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Gemini CLI
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GitHub Copilot
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OpenCode
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Windsurf
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name: unity-profiler description: Capture read-only Unity runtime performance snapshots
Instant, read-only snapshots of runtime performance and memory. Parameters come from the schema (`GET /skills/schema?category=Profiler&wire=v2`); execution and dryRun rules: root [SKILL.md](../../SKILL.md).
FPS, frame time, rendering counters and memory in one call. **Parameters:** None.
**Returns:** `{ success, fps, frameTime, renderTime, triangles, vertices, batches, setPassCalls, drawCalls, dynamicBatchedDrawCalls, staticBatchedDrawCalls, instancedBatchedDrawCalls, visibleSkinnedMeshes, visibleAnimators, memory: { totalAllocatedMB, totalReservedMB, unusedReservedMB, monoHeapMB, monoUsedMB } }`
Memory overview: total allocated, reserved, and the Mono heap. **Parameters:** None.
**Returns:** `{ success, totalAllocatedMB, totalReservedMB, unusedReservedMB, monoHeapMB, monoUsedMB }`
Top N objects by runtime memory use 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 }] }`
Memory use 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 }] }`
Memory use 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 }] }`
Memory use 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 }] }`
Memory use 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 }] }`
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 }] }`
Rendering counters: batches, triangles, vertices, draw calls and shadow casters. **Parameters:** None.
**Returns:** `{ success, frameTime, renderTime, triangles, vertices, batches, setPassCalls, drawCalls, dynamicBatchedDrawCalls, staticBatchedDrawCalls, instancedBatchedDrawCalls, shadowCasters }`
Loaded AssetBundles. **Parameters:** None.
**Returns:** `{ success, count, bundles: [{ name, isStreamedSceneAssetBundle }] }`
**DO NOT** (common hallucinations):
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Source-anchored design rules for Unity Addressables 1.22.3/2.9.1
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based)
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.