profiling-and-memory

profiling-and-memory is a command for Claude Code from AmaniDawn/DGame. It costs 0 tokens per session (2,212 once invoked), scanned A, a copy of profiling-and-memory, MIT.

Unity Editor commands for recording Profiler captures and memory snapshots from the Editor or a connected development game. A Profiler capture records runtime performance data, while a memory snapshot records how memory is being used.

In plain words
What is it for?
Listing profiling targets, choosing the Editor or a development Player, recording frame data, and taking memory snapshots.
Why use it?
They provide files you can inspect when investigating slow performance or excessive memory use. Status commands show when an asynchronous capture has finished and where its file was saved.

Command for Claude Code

Written for Claude Code: a Claude Code command (commands/*.md).

Good fit Listing profiling targets, choosing the Editor or a development Player, recording frame data, and taking memory snapshots.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/amanidawn/dgame/profiling-and-memory
Install

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.

Clone the repo
git clone --depth 1 https://github.com/AmaniDawn/DGame

Made for: Claude Code.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for profiling-and-memory

README.md
[![agentmods](https://agentmods.dev/badge/commands/amanidawn/dgame/profiling-and-memory/github.svg)](https://agentmods.dev/commands/amanidawn/dgame/profiling-and-memory)
Your own site
<a href="https://agentmods.dev/commands/amanidawn/dgame/profiling-and-memory"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/profiling-and-memory/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for profiling-and-memory

Your own site · 80×15
<a href="https://agentmods.dev/commands/amanidawn/dgame/profiling-and-memory"><img src="https://agentmods.dev/badge/commands/amanidawn/dgame/profiling-and-memory.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,212 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

What 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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.02212
Opus 5.5 $0.00000 $0.00885
Sonnet 5.5 $0.00000 $0.00442
Haiku 4.5 $0.00000 $0.00221

Measured yesterday against content hash cf347d73b04a, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

profiling-and-memory 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 yesterday.

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.

Origin

This is a copy

100% identical to profiling-and-memory — 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.

GameUnity/Packages/com.unity.pipeline/Documentation~/commands/profiling-and-memory.md · 164 lines

How it starts

The opening of the file, as written. The whole thing — 164 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Profiling & memory capture commands

Record a Profiler capture (.data) or take a memory snapshot (.snap) from a running Editor or a connected development Player. Both follow the diagnostics run_audit shape: the start command returns immediately, and you poll a *_status command until it reports completed, then read the path it gives you.

Both capture from whatever the Editor's Profiler is connected to: the same connection the Profiler window's target dropdown sets. Choose it with diagnostics profiler_connect, or leave it where it is.

unity command diagnostics profiler_targets
unity command diagnostics profiler_connect --target editor
unity command diagnostics profiler_record --frames 300
unity command diagnostics profiler_record_status

Targets

diagnostics profiler_targets

List what the Editor's Profiler can connect to: this Editor plus any connected development Players. current marks what diagnostics profiler_record and diagnostics memory_snapshot capture from.

No parameters.

Returns: object — { status, current, targets: [{ guid, name, isEditor, connectable, current, deepProfilingSupported }] }.

Notes: isEditor means this Editor process, guid -1. A connection to another Editor is an ordinary remote target. deepProfilingSupported is false for a Player built without Deep Profiling Support. A Player attached through Autoconnect Profiler does not appear in Unity's own target list, so the current connection is always listed even when Unity omits it.

diagnostics profiler_connect

Point the Editor's Profiler connection at a target, as choosing it in the Profiler window does. The connection stays there afterwards.

Parameter Required Default Description
target yes – editor for this Editor, or a guid or name from diagnostics profiler_targets. A name may be a unique part of one.

Returns: object — { status: "ok", target, guid, switched, message? }, or { status: "error" | "busy", message }.

Read the full file on GitHub · 164 lines

Changes

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.

  1. yesterday First seen · 164 lines · 0 tokens per session scan A cf347d73b04a

Subscribe to this mod's changes

profiling-and-memory is a command published in the GitHub repository AmaniDawn/DGame (177 stars, last pushed 2d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,212 tokens. A static security scan graded it A with 0 findings. It is 100% identical to profiling-and-memory, differing in 0 lines, and is treated as a copy.

Related

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