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/xcode-game-profiling-workflow

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

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SKILL.md

xcode-game-profiling-workflow.SKILL.md
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.

Xcode Game Profiling Workflow

Overview

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.

Source Check

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:

  • [Analyzing the performance of your Metal app](https://developer.apple.com/documentation/xcode/analyzing-the-performance-of-your-metal-app)
  • [Metal developer workflows](https://developer.apple.com/documentation/xcode/metal-developer-workflows)
  • [Monitoring your Metal app's graphics performance](https://developer.apple.com/documentation/xcode/monitoring-your-metal-apps-graphics-performance)
  • [Understanding the Metal Performance HUD metrics](https://developer.apple.com/documentation/xcode/understanding-the-metal-performance-hud-metrics)
  • [Analyzing the memory usage of your Metal app](https://developer.apple.com/documentation/xcode/analyzing-the-memory-usage-of-your-metal-app)

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.

Workflow

1. Classify the symptom:

  • low FPS
  • intermittent stutter
  • long frame interval
  • CPU-bound update loop
  • GPU-bound rendering
  • poor CPU/GPU overlap
  • memory growth, texture pressure, or resource churn
  • thermal throttling
  • input-to-visual or input-to-haptic latency

2. Choose the evidence path:

  • Game Performance template for frame pacing, CPU/GPU overlap, display timing, Time Profiler, thermal state, GPU events, and Metal resource events.
  • Game Memory template for memory footprint, VM behavior, allocations, and Metal resource memory pressure.
  • Metal Performance HUD for live FPS, GPU time, frame interval, memory, thermal, Game Mode, and capture-scope discovery.
  • `xctrace` when the project needs repeatable CLI trace capture or shareable artifacts.
  • Xcode Metal capture or debugger only when the next question is a Metal workload, resource, pass, or shader question.

3. Preserve profiling integrity:

  • Prefer Release builds when optimization, frame time, inlining, specialization, ARC behavior, or GPU workload shape matters.
  • Record device, OS, Xcode, scheme, build configuration, display refresh rate, Game Mode state when relevant, and reproduction steps.
  • Keep trace artifacts, screenshots, or summary exports named by scenario and timestamp when the repo has a diagnostics location.
  • Do not claim haptic feel, physical controller latency, or thermal behavior without suitable device evidence.

4. Interpret cautiously:

  • CPU-heavy frames need call-tree or thread-state evidence before code changes.
  • GPU-heavy frames need GPU timeline, resource, pass, or shader evidence before shader conclusions.
  • Memory-heavy frames need allocation, VM, or Metal resource evidence before asset-pipeline changes.
  • If the trace suggests shader or render-pass design issues, hand off to future Metal rendering guidance or current Apple Dev Xcode execution skills rather than inventing shader architecture here.

Handoffs

  • `spritekit-game-workflow` when the fix is SpriteKit scene, action, physics, texture, or node behavior.
  • `scenekit-game-workflow` when the fix is SceneKit scene graph, material, lighting, asset, or node behavior.
  • `gameplaykit-simulation-workflow` when component systems, state machines, agents, pathfinding, or randomization are on the hot path.
  • `apple-dev-skills:xcode-testing-workflow` for Instruments, `xctrace`, XCTest, UI test, or trace interpretation mechanics.
  • `apple-dev-skills:xcode-build-run-workflow` for schemes, build configurations, run destinations, and project settings.
  • `metal-game-rendering-workflow` when the fix requires shader code, render-pass architecture, Metal resource layout, command encoding, GPU counters, or Metal debugger workflow beyond profiling triage.
  • `game-porting-toolkit-workflow` when the trace belongs to a GPTK evaluation or a Direct3D/Vulkan port. On macOS 27/Xcode 27 beta, let Apple’s upstream GPTK 4 skills own `gpucapture` and `gpudebug` rather than recreating their workflow here.

Output Shape

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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Questions about xcode-game-profiling-workflow.

Which coding agents can use xcode-game-profiling-workflow?
xcode-game-profiling-workflow installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.