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Optimize Unity game performance through profiling, draw call reduction, and resource management. Masters batching, LOD, occlusion culling, and mobile optimization. Use for performance bottlenecks, frame rate issues, or optimization strategies.

Install Skill

Shared

Installs to .agents/skills, used by Codex, Amp, Warp, Cursor, OpenCode, and more.

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Available across projects.

$npx skills-installer add @creator-hian/claude-code-plugins/unity-performance --client shared
Project

Writes to .agents/skills.

$npx skills-installer add @creator-hian/claude-code-plugins/unity-performance -p --client shared
Note: Review the skill instructions before using it.

SKILL.md

name unity-performance
description Optimize Unity game performance through profiling, draw call reduction, and resource management. Masters batching, LOD, occlusion culling, and mobile optimization. Use for performance bottlenecks, frame rate issues, or optimization strategies.
requires unity-csharp-fundamentals

Unity Performance Optimization

Overview

Performance optimization for Unity games focusing on profiling and systematic optimization.

Foundation Required: unity-csharp-fundamentals (TryGetComponent, FindAnyObjectByType, null-safe coding)

Core Topics:

  • Unity Profiler analysis
  • Draw call reduction
  • GPU instancing and SRP Batcher
  • LOD (Level of Detail)
  • Occlusion culling
  • Object pooling
  • Memory optimization

Quick Start

Collection & Object Pooling

GC-free pooling is critical for performance. Use Unity's built-in UnityEngine.Pool namespace (2021.1+):

using UnityEngine.Pool;

// Temporary collection pooling - eliminates GC spikes
List<Enemy> enemies;
using (ListPool<Enemy>.Get(out enemies))
{
    GetComponentsInChildren(enemies);
    ProcessEnemies(enemies);
} // Auto-released

See unity-collection-pool skill for comprehensive patterns:

  • ListPool, HashSetPool, DictionaryPool for temporary collections
  • ObjectPool for component/prefab pooling
  • Advanced patterns: Keyed pools, auto-return, ECS integration

Performance Targets

  • Mobile: 30-60 FPS, <100 draw calls
  • Desktop: 60+ FPS, <500 draw calls
  • VR: 90 FPS minimum, <200 draw calls

Profiling Workflow

  1. Profile first: Identify actual bottleneck (CPU/GPU/Memory)
  2. Measure baseline: Record before optimization
  3. Optimize bottleneck: Focus on biggest impact
  4. Measure improvement: Validate changes
  5. Repeat: Until target performance reached

Optimization Checklist

CPU Optimization

  • ✅ Reduce Update/FixedUpdate calls
  • ✅ Object pooling for frequently spawned objects
  • ✅ Cache component references in Awake/Start
  • ✅ Use events instead of polling

GPU Optimization

  • ✅ Static batching for static objects
  • ✅ GPU instancing for identical meshes
  • ✅ Reduce SetPass calls via material sharing
  • ✅ LOD groups for distant objects
  • ✅ Occlusion culling for large scenes

Memory Optimization

  • ✅ Texture compression
  • ✅ Mesh optimization (reduce vertex count)
  • ✅ Audio compression and streaming
  • ✅ Asset bundle management
  • ✅ Unload unused assets
  • ✅ Collection pooling (see unity-collection-pool skill)

Reference Documentation

Profiling and Optimization Patterns

Detailed profiling workflows:

  • Unity Profiler module usage
  • Draw call reduction techniques
  • GPU instancing and SRP Batcher patterns

Related Skills

  • unity-collection-pool: GC-free collection management with ListPool, HashSetPool, DictionaryPool, and ObjectPool. Essential for eliminating GC spikes.

Best Practices

  1. Profile on target platform: Editor performance differs
  2. Optimize systematically: Measure, optimize, validate
  3. Quality settings: Provide options for different hardware
  4. Balance visuals vs performance: Adjust based on target
  5. Test on low-end: Ensure minimum spec performance