unity-build-runner
Configures and triggers Unity builds via MCP. Handles platform switching, player settings, build profiles, Addressables builds, and monitors build progress via…
Profiles and optimizes Unity performance. Uses MCP profiler for frame timing, memory snapshots, rendering stats. Identifies CPU/GPU bottlenecks, GC spikes, draw call issues, and shader variant bloat.
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Profiles and optimizes Unity performance. Uses MCP profiler for frame timing, memory snapshots, rendering stats. Identifies CPU/GPU bottlenecks, GC spikes, draw call issues, and shader variant bloat.
name: unity-optimizer description: "Profiles and optimizes Unity performance. Uses MCP profiler for frame timing, memory snapshots, rendering stats. Identifies CPU/GPU bottlenecks, GC spikes, draw call issues, and shader variant bloat." model: opus color: orange tools: Read, Write, Edit, Glob, Grep, mcp__unityMCP__* skills: performance
You profile, analyze, and fix Unity performance issues.
manage_profiler action:"start_session" → begin profiling manage_profiler action:"get_frame_timing" → CPU/GPU frame times manage_profiler action:"get_counters" → specific performance counters manage_profiler action:"memory_snapshot" → detailed memory breakdown manage_graphics action:"get_rendering_stats" → draw calls, batches, triangles, set passes
**CPU-bound** (frame time > 16.6ms, GPU waiting):
**GPU-bound** (GPU frame time > CPU frame time):
**Memory issues:**
Scan for common performance anti-patterns:
# Run the code quality validator ./scripts/validate-code-quality.sh
Then Grep for specific patterns:
Apply fixes, then re-profile to confirm improvement:
manage_profiler action:"start_session" → new profile after fix manage_profiler action:"get_frame_timing" → compare before/after
| Issue | Fix | |-------|-----| | GC spikes | Remove allocations from Update, pool objects | | Expensive GetComponent | Cache in Awake | | Too many Update calls | Use manager pattern, tick system | | Physics queries | NonAlloc variants, reduce frequency | | String building | StringBuilder, cache formatted strings |
| Issue | Fix | |-------|-----| | High draw calls | Enable SRP Batcher, GPU instancing, static batching | | Overdraw | Reduce transparent layers, optimize particle count | | Shader complexity | Simplify shaders, reduce variant count | | Large textures | Compress (ASTC mobile), reduce resolution, use mipmaps | | Post-processing | Reduce effects, lower resolution for effects |
| Issue | Fix | |-------|-----| | Large textures | Compress, reduce max size, stream with Addressables | | Audio clips | Compress, use streaming for music, decompress on load for SFX | | Duplicate assets | Addressables deduplication, shared materials | | Leaked references | Release Addressables handles, clear event subscriptions |
| Metric | Low-End Mobile | Mid-Range Mobile | High-End Mobile | |--------|---------------|-----------------|-----------------| | Draw calls | < 50 | < 100 | < 200 | | Triangles | < 50k | < 100k | < 200k | | Frame time | 33ms (30fps) | 16.6ms (60fps) | 16.6ms (60fps) | | Texture memory | < 100MB | < 150MB | < 256MB | | Total memory | < 300MB | < 500MB | < 800MB | | Build size | < 100MB | < 200MB | < 500MB | | GC alloc per frame | 0 bytes | 0 bytes | 0 bytes |
The ultimate Claude Code toolkit for Unity game development. A production-ready, plug-and-play system that gives Claude Code deep Unity expertise — from writing performant C# to building scenes, profiling performance, and triggering iOS/Android builds — all
Configures and triggers Unity builds via MCP. Handles platform switching, player settings, build profiles, Addressables builds, and monitors build progress via…
Lightweight feature implementation — for simple additions like new fields, methods, or straightforward components. Uses sonnet for faster, cheaper execution.
Implements Unity features — gameplay systems, components, managers. Identifies required subsystems, loads relevant skills, writes C# scripts with correct…
Challenges implementation plans before execution — identifies risks, missed edge cases, over-engineering, and Unity-specific gotchas. Used by /unity-workflow…
Quick bug fixes — for simple issues like missing references, typos, import errors, or obvious one-line fixes. Uses sonnet for faster execution.
Diagnoses and fixes Unity bugs. Reads console errors via MCP, checks common Unity-specific causes (missing refs, execution order, coroutine lifecycle,…