Skills DirectorySkills Directory
SkillsLearnSecurityCategoriesDocsBlogPro
Sign InSubmit Skill
Skills Directory

Security-tested agent skills for Claude, coding agents, and AI workflows.

Directory

  • Browse Skills
  • All Skills A–Z
  • Claude Skills
  • Claude Code Skills
  • Agent Skills
  • Categories
  • Authors
  • Submit a Skill

Learn

  • Learn Hub
  • Install Claude Skills
  • Write SKILL.md
  • Skills vs MCP
  • Directories Compared

Security

  • Security
  • Methodology
  • Secure Claude Skills
  • Security Badges
  • Chrome Extension
  • Skill Manager

Company

  • About
  • Community
  • Blog
  • API Docs
  • Advertise

2026 Skills Directory. All rights reserved.

ProTermsPrivacyRefunds
Back to skills

Unity Optimization

ASecurity

Use when profiling, diagnosing, optimizing, or reviewing Unity performance, including CPU/GPU bottlenecks, GC allocations, Update/Input/UI hot paths, physics cost, rendering, shaders, batching, Addressables/loading, mobile thermal/battery constraints, memory, and before/after performance evidence.

10 stars
0 votes
0 copies
0 views
Added 9/24/2026
developmentreactrailsrefactoringcode-reviewperformance

Works with

climcp

Security Analysis

A100/100

Pro scans all 2 files and shows the line behind each finding

Scanned 10/3/2026

$npx -y skills add furkantokkan/agent-foundry --skill unity-optimization --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Unity Optimization?

Add the live security badge to your README — it updates automatically with every re-scan.

Security grade badge for Unity Optimization
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/furkantokkan-unity-optimization/badge)](https://www.skillsdirectory.com/skills/furkantokkan-unity-optimization)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
Files
SKILL.md
---
name: unity-optimization
model: inherit
description: Use when profiling, diagnosing, optimizing, or reviewing Unity performance, including CPU/GPU bottlenecks, GC allocations, Update/Input/UI hot paths, physics cost, rendering, shaders, batching, Addressables/loading, mobile thermal/battery constraints, memory, and before/after performance evidence.
---

# Unity Optimization

Use this skill for Unity performance work. Prefer measured fixes over generic
"optimization" changes.

## First Read

Before changing code or settings:

1. Read repository instructions: `AGENTS.md`, `CLAUDE.md`, `Assets/CLAUDE.md`,
   nearest path-scoped instructions, Unity style docs, and project performance
   notes when present.
2. Inspect `ProjectSettings/ProjectVersion.txt`, `Packages/manifest.json`, and
   relevant `Assets/` code/settings.
3. Verify the installed Unity CLI, installing it when missing, and apply
   `unity-cli`'s version gate. Unity 6+ uses exact-root/version-matched
   `unity status --json`, full `--project-path`, and built-in `unity mcp`
   when needed. Pre-Unity-6 uses
   [the exact MCP identity gate](../unity-cli/SKILL.md#exact-mcp-identity-gate)
   before selection and project-info readback before profiling. Check this
   route before pinned file evidence; other legacy MCP/UnitySkills use still
   requires an explicit user request. File evidence is not live profiler proof.
4. Identify target platform, target frame rate, device class, and the exact
   symptom before editing.

## Optimization Workflow

1. Define the budget: frame time, memory, load time, draw calls, build size, or
   device target.
2. Reproduce the issue and collect evidence: profiler markers, logs, snapshots,
   screenshots, device notes, or a concrete scenario.
3. Classify the bottleneck:
   - CPU scripting/main thread
   - GC/memory allocation
   - GPU/rendering/fill-rate/shaders
   - UI layout/rebuild/input path
   - Physics/fixed timestep/colliders/raycasting
   - Asset loading/Addressables/instantiation
   - Mobile thermal/battery/platform settings
4. Remove or reduce measured work with the smallest scoped change.
5. Re-measure and document before/after evidence.

## Default Fix Priorities

- Avoid allocations in `Update`, `LateUpdate`, `FixedUpdate`, physics callbacks,
  input callbacks, UI loops, and render paths.
- Avoid LINQ, boxing, string building, closures, iterator allocations, and new
  collections in hot paths.
- Cache component references; do not use scene-wide queries or repeated
  `GetComponent` calls in frame loops.
- Prefer event-driven or reactive flow over unnecessary polling.
- Use pooling for frequently spawned/despawned objects.
- Keep UI updates dirty-state driven; avoid rebuilding layouts every frame.
- Use Addressables and async loading for runtime asset work; release handles.
- Prefer simple data structures and predictable iteration over abstraction that
  hides cost.
- For mobile, watch fill-rate, overdraw, texture size, memory spikes, battery,
  thermal throttling, and real-device performance.

## Guardrails

- Do not optimize blindly. If there is no evidence, first add measurement or
  state the assumption clearly.
- Do not rewrite architecture for a small hot path unless measurement justifies
  the blast radius.
- Do not add legacy fallback paths unless the user explicitly asks or production
  compatibility requires it.
- Preserve behavior unless the user asked for a behavior change.
- For bug/performance fixes, explain root cause, changed files, and verification.

## Reference Loading

Load only what is relevant:

- Unity general implementation rules: use `unity-game-dev`.
- SOLID/refactoring boundaries: use `clean-oop-architecture`.
- Performance code review: use `game-code-review`.
- Pool checkout identity, material-property ownership and measured batching
  comparisons: [Unity ownership and authoring](../unity-game-dev/references/ownership-and-authoring.md#pools-and-measured-rendering).
- Local optimization PDF index:
  `optional local reference library (not included; skip if unavailable)`
- Broader Unity/game programming PDF index:
  `optional local reference library (not included; skip if unavailable)`

Search the PDF-derived Markdown with `rg` and load only relevant sections. The
repository, current Unity docs, and measured profiler evidence override older
PDF examples.

## Output Contract

For every optimization task, report:

- Bottleneck classification.
- Evidence before the change, or what evidence was unavailable.
- Changed files/settings.
- Work removed or reduced.
- Verification run and before/after result.
- Residual risk or follow-up measurement.

Attribution

furkantokkanfurkantokkan
View sourceSee grades on GitHubMore from furkantokkan →
SSkills DirectorySkills Directory

Ship a skill? Prove it's safe.

Free 120-pattern security scan, letter grade, and an embeddable README badge.

Submit a skill

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments (0)

No comments yet. Be the first to comment!

SSkills DirectorySkills Directory

Ship a skill? Prove it's safe.

Free 120-pattern security scan, letter grade, and an embeddable README badge.

Submit a skill

Related Skills

Clean Code

Pragmatic coding standards - concise, direct, no over-engineering, no unnecessary comments

304955 votes

Browser Extension Developer

Use this skill when developing or maintaining browser extension code in the `browser/` directory, including Chrome/Firefox/Edge compatibility, content scripts, background scripts, or i18n updates.

286712 votes

Seo Optimizer

SEO optimization with keyword analysis, readability assessment, technical validation, content quality. Use for search rankings, blog posts, content audits, or encountering keyword density, readability scores, meta tags, schema markup errors.

2222 votes

Google Official Seo Guide

Official Google SEO guide covering search optimization, best practices, Search Console, crawling, indexing, and improving website search visibility based on official Google documentation

1862 votes

Writing Plans

Use when you have a spec or requirements for a multi-step task, before touching code

2927051 votes
View all in development →