coordinate-external-ag…
Coordinate independently operated external agents through durable handoffs. Use when work crosses hosts, sessions, accounts, services, queues, boards, pull…
Guide Apple game profiling and performance-evidence work in Xcode and Instruments. Use when Codex investigates frame pacing, stutter, FPS, CPU/GPU overlap, Time Profiler evidence, Game Performance or Game Memory templates, Metal Performance HUD routing, memory pressure, thermal
$ npx -y skills add gaelic-ghost/socket --skill xcode-game-profiling-workflow --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/xcode-game-profiling-workflowContext preview
The summary Claude sees to decide when to auto-load this skill.
Guide Apple game profiling and performance-evidence work in Xcode and Instruments. Use when Codex investigates frame pacing, stutter, FPS, CPU/GPU overlap, Time Profiler evidence, Game Performance or Game Memory templates, Metal Performance HUD routing, memory pressure, thermal
name: xcode-game-profiling-workflow description: Guide Apple game profiling and performance-evidence work in Xcode and Instruments. Use when Codex investigates frame pacing, stutter, FPS, CPU/GPU overlap, Time Profiler evidence, Game Performance or Game Memory templates, Metal Performance HUD routing, memory pressure, thermal state, trace capture, or profiling handoffs for SpriteKit, SceneKit, RealityKit, or Metal-backed games.
Use this skill when the question is game performance evidence, not shader design. It helps agents choose the right Xcode or Instruments profiling path, interpret game-specific symptoms, and hand off Metal rendering or shader work without absorbing that future skill.
Use Xcode MCP `DocumentationSearch`, Xcode-local documentation, Dash Apple API Reference docsets, or readable official Apple documentation before making profiling-tool claims. Generic no-JS web search/open results, snippets, metadata shells, or bare Apple Developer URLs are not enough evidence that Apple docs were read:
Apple describes the Game Performance template as a way to profile frame time by combining threading, system-call, and Metal system trace information. Use that tool for evidence about smooth rendering, CPU/GPU overlap, stutters, memory pressure, display timing, and thermal state. Do not treat it as a substitute for a future Metal rendering or shader workflow.
1. Classify the symptom:
2. Choose the evidence path:
3. Preserve profiling integrity:
4. Interpret cautiously:
Return the symptom, evidence path, build/run configuration, trace or HUD evidence collected, likely bottleneck class, recommended owner skill, and any manual device or profiling gaps.
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