Analyzes scenes for performance bottlenecks (draw calls, batching, textures, GameObjects). Use when optimizing scenes or investigating performance issues.
Analyzes Unity scenes for performance bottlenecks including draw calls, batching, textures, GameObjects, and physics. Triggers when optimizing scenes or investigating performance issues.
/plugin marketplace add Dev-GOM/claude-code-marketplace/plugin install unity-dev-toolkit@dev-gom-pluginsThis skill is limited to using the following tools:
Analyzes Unity scenes and provides performance optimization recommendations for rendering, physics, memory, and platform-specific concerns.
Analyzes draw calls (target: <100 mobile, <2000 desktop), identifies batching opportunities, recommends material consolidation and static batching.
Reviews compression formats (BC7/ASTC), mipmap usage, texture atlasing, and platform-specific import settings.
Targets: <500 GameObjects mobile, <2000 desktop. Identifies deep nesting, recommends object pooling and LOD groups.
Recommends baked lighting over realtime (1-2 lights mobile, 3-4 desktop), minimal shadow-casting lights.
Analyzes Rigidbody count, collider complexity, collision matrix configuration. Recommends simple colliders over Mesh colliders.
Platform targets: 60 FPS iOS (iPhone 12+), 30-60 FPS Android. See mobile-checklist.md for complete requirements.
See optimization-workflow.md for detailed steps and timelines.
| Platform | Draw Calls | Triangles | Texture Memory | Lights |
|---|---|---|---|---|
| Mobile Low | <50 | <20k | <100MB | 1 |
| Mobile Mid | <100 | <50k | <250MB | 1-2 |
| Mobile High | <150 | <100k | <500MB | 2-3 |
| PC Low | <500 | <200k | <1GB | 3-4 |
| PC Mid | <1000 | <500k | <2GB | 4-6 |
| PC High | <2000 | <1M | <4GB | 6-8 |
| Console | <1000 | <800k | <3GB | 4-6 |
Frame Debugger, Profiler, Stats Window, Memory Profiler. See tools-reference.md for usage and commands.
Provides: Current metrics, bottleneck identification, prioritized recommendations, performance impact estimates, implementation steps.
Use this Skill when: Analyzing scene performance, identifying bottlenecks, or getting optimization recommendations
Use @unity-performance agent when: Implementing complex optimizations, profiling at runtime, or troubleshooting specific performance issues
Use @unity-architect agent when: Redesigning scene architecture, implementing object pooling systems, or planning large-scale optimizations
Use /unity:optimize-scene command when: Running comprehensive scene analysis with detailed reports
This skill should be used when the user asks to "create a slash command", "add a command", "write a custom command", "define command arguments", "use command frontmatter", "organize commands", "create command with file references", "interactive command", "use AskUserQuestion in command", or needs guidance on slash command structure, YAML frontmatter fields, dynamic arguments, bash execution in commands, user interaction patterns, or command development best practices for Claude Code.
This skill should be used when the user asks to "create an agent", "add an agent", "write a subagent", "agent frontmatter", "when to use description", "agent examples", "agent tools", "agent colors", "autonomous agent", or needs guidance on agent structure, system prompts, triggering conditions, or agent development best practices for Claude Code plugins.
This skill should be used when the user asks to "create a hook", "add a PreToolUse/PostToolUse/Stop hook", "validate tool use", "implement prompt-based hooks", "use ${CLAUDE_PLUGIN_ROOT}", "set up event-driven automation", "block dangerous commands", or mentions hook events (PreToolUse, PostToolUse, Stop, SubagentStop, SessionStart, SessionEnd, UserPromptSubmit, PreCompact, Notification). Provides comprehensive guidance for creating and implementing Claude Code plugin hooks with focus on advanced prompt-based hooks API.