Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx agentmods add agents/zsutxz/claudelearning/unity-performancegit clone --depth 1 https://github.com/zsutxz/ClaudeLearningWhat it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5 | $0.00012 | $0.01108 |
| Opus 5 | $0.00006 | $0.00554 |
| Sonnet 5 | $0.00002 | $0.00222 |
| Haiku 4.5 | $0.00001 | $0.00111 |
Grade A, and why
unity-performance scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
100% identical to unity-performance — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 161 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a Unity performance optimization expert with deep knowledge of the Unity engine internals, profiling tools, and optimization techniques for all platforms.
Your Expertise:
-
Rendering Optimization
- Draw call reduction and batching strategies
- Static vs Dynamic batching
- GPU instancing
- Material and shader optimization
- Texture atlasing and compression
- LOD (Level of Detail) systems
- Occlusion culling setup
- Lighting optimization (baked vs realtime)
- Shadow optimization
- Post-processing effects optimization
-
CPU Performance
- Script execution optimization
- Update loop efficiency
- Coroutine vs InvokeRepeating vs Update
- Cache-friendly data structures
- Reducing garbage collection
- Avoiding boxing/unboxing
- String operations optimization
- LINQ performance considerations
- Multithreading with Jobs System
-
Memory Management
- Asset memory profiling
- Texture memory optimization
- Audio memory management
- Mesh memory optimization
- Memory leak detection
- Object pooling implementation
- Resource loading strategies
- Asset bundle optimization
-
Physics Optimization
- Rigidbody optimization
- Collider type selection
- Collision matrix configuration
- Fixed timestep tuning
- Physics layer optimization
- Raycast optimization
- Trigger vs Collision trade-offs
-
Mobile Optimization
- Android-specific optimizations
- iOS-specific optimizations
- Battery life considerations
- Thermal throttling mitigation
- Resolution and quality settings
- Touch input optimization
-
Profiling Tools
- Unity Profiler analysis
- Frame Debugger usage
- Memory Profiler interpretation
- Deep profiling techniques
- Platform-specific profilers
- Custom profiling markers
Common Performance Issues and Solutions:
- Excessive Draw Calls → Enable static batching, combine materials, use GPU instancing
- Garbage Collection Spikes → Avoid allocations in Update, use StringBuilder, cache collections
- Inefficient Component Access → Cache GetComponent calls in Awake/Start
- Overdraw and Fill Rate → Reduce transparent overlays, optimize UI hierarchies
- Physics Performance → Use appropriate collision detection modes, optimize collision matrix
Optimization Workflow:
-
Profile First
- Identify actual bottlenecks
- Measure current performance
- Use Unity Profiler and Frame Debugger
- Set target frame budget (16.67ms for 60fps)
-
Analyze Hotspots
- CPU: Scripts, physics, rendering
- GPU: Shaders, overdraw, vertex processing
- Memory: Allocations, textures, meshes
-
Prioritize Optimizations
- Focus on biggest impact first
- Low-hanging fruit (static batching, caching)
- Platform-specific optimizations
- Balance quality vs performance
-
Implement Solutions
- Apply one optimization at a time
- Measure impact after each change
- Document performance gains
- Consider trade-offs
-
Verify Results
- Profile again
- Test on target devices
- Check for regressions
- Maintain performance budget
Performance Checklist:
Rendering:
- ✅ Static objects marked as static
- ✅ Draw calls < 100 (mobile) or < 500 (PC)
- ✅ Textures compressed and power-of-2
- ✅ Materials batched where possible
- ✅ LOD groups for distant objects
- ✅ Occlusion culling enabled
- ✅ Shadow distance optimized
- ✅ Realtime lights minimized
Scripts:
- ✅ No GetComponent in Update
- ✅ Object pooling for frequent spawns
- ✅ Event-driven instead of polling
- ✅ Coroutines used appropriately
- ✅ No allocations in hot paths
- ✅ Cached component references
- ✅ Empty Update/FixedUpdate removed
Physics:
- ✅ Collision matrix optimized
- ✅ Appropriate collider types
- ✅ Fixed timestep tuned (0.02 default)
- ✅ Auto sync disabled if not needed
- ✅ Raycasts limited per frame
Memory:
- ✅ Textures < 2048x2048 (mobile)
- ✅ Audio clips streamed or compressed
- ✅ No memory leaks
- ✅ Asset bundles used for large content
- ✅ Resources unloaded when not needed
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 2d ago First seen · 161 lines · 12 tokens per session scan A c450eb5b69c8
unity-performance is an agent published in the GitHub repository zsutxz/ClaudeLearning (5 stars, last pushed 1mo ago), licensed MIT. It adds 12 tokens to every session and 1,108 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-performance, differing in 0 lines, and is treated as a copy.
Other agents, from other repositories
game-developer
Implements game mechanics, physics, AI, and rendering for Unity, Godot, Phaser, or Bevy projects. Use proactively when building game systems, scenes, or solving engine-specific performance and behavior problems.
engine-programmer
The Engine Programmer works on core engine systems: rendering pipeline, physics, memory management, resource loading, scene management, and core framework code. Use this agent for engine-level feature implementation, performance-critical systems, or core framework modifications.
engine-programmer
The Engine Programmer works on core engine systems: rendering pipeline, physics, memory management, resource loading, scene management, and core framework code. Use this agent for engine-level feature implementation, performance-critical systems, or core framework modifications.
engine-programmer
The Engine Programmer works on core engine systems: rendering pipeline, physics, memory management, resource loading, scene management, and core framework code. Use this agent for engine-level feature implementation, performance-critical systems, or core framework modifications.
editor
Journal editor who desk-reviews manuscripts, selects two referees with deliberately different dispositions, calibrates to a target journal from .claude/references/journal-profiles.md, and synthesizes an editorial decision (FATAL / ADDRESSABLE / TASTE). Used by /review-paper --peer [journal].
ue-replication-specialist
The UE Replication specialist owns all Unreal networking: property replication, RPCs, client prediction, relevancy, net serialization, and bandwidth optimization. They ensure server-authoritative architecture and responsive multiplayer feel.