unity-performance

A set of Unity game-development rules focused on code that runs efficiently each frame. It explains when to use Update, FixedUpdate, and LateUpdate, and how to reuse objects and load assets.

In plain words
What is it for?
Caching components, putting physics work in FixedUpdate, handling input in Update, following objects with cameras in LateUpdate, using Unity’s object-pooling API, and using Addressables instead of Resources.
Why use it?
Repeated lookups and poorly timed game logic can waste processing time and cause uneven gameplay. These rules guide agents toward Unity’s built-in approaches for common performance issues.

Cursor rule for Cursor

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.

agentmods
npx agentmods add rules/common-ka/ai-agent-unity-rules/unity-performance
Clone the repo
git clone --depth 1 https://github.com/Common-ka/ai-agent-unity-rules

Made for: Cursor.

Per session 2 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,227 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00002 $0.01227
Opus 5 $0.00001 $0.00613
Sonnet 5 $0.00000 $0.00245
Haiku 4.5 $0.00000 $0.00123

Measured yesterday against content hash dd51199f2138, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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 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.

.cursor/rules/unity-performance.mdc · 221 lines

How it starts

The opening of the file, as written. The whole thing — 221 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Performance Rules

Update/FixedUpdate/LateUpdate

Usage Rules

using UnityEngine;

public class PerformanceExample : MonoBehaviour
{
    private Rigidbody _rigidbody;
    
    // ✅ DO: Cache components in Awake/Start
    private void Awake()
    {
        _rigidbody = GetComponent<Rigidbody>();
    }
    
    // ❌ DON'T: Frequent GetComponent calls in Update
    /* 
    private void Update()
    {
        GetComponent<Rigidbody>().AddForce(Vector3.up); // Bad! Expensive call every frame.
    }
    */
    
    private void FixedUpdate()
    {
        // ✅ DO: Physics calculations in FixedUpdate
        _rigidbody.AddForce(Vector3.up);
    }
    
    private void Update()
    {
        // ✅ DO: Input processing and frame-logic in Update
        ProcessInput();
    }
    
    private void LateUpdate()
    {
        // ✅ DO: Camera following logic in LateUpdate (after player moves)
        UpdateCameraPosition();
    }
    
    private void ProcessInput() { /* ... */ }
    private void UpdateCameraPosition() { /* ... */ }
}

Object Pooling (UnityEngine.Pool)

Unity 6.2 Note: Do not write custom Queue-based pools. Use the native UnityEngine.Pool API.

using UnityEngine;
using UnityEngine.Pool;

public class BulletManager : MonoBehaviour
{
    [SerializeField] private Bullet _bulletPrefab;
    
    // Native Unity Pool interface
    private IObjectPool<Bullet> _bulletPool;
    
    private void Awake()
    {
        // Initialize the pool
        _bulletPool = new ObjectPool<Bullet>(
            createFunc: CreateBullet,
            actionOnGet: OnGetBullet,
            actionOnRelease: OnReleaseBullet,
            actionOnDestroy: OnDestroyBullet,
            collectionCheck: true, // Checks for double-return errors (debug only)
            defaultCapacity: 50,
            maxSize: 100
        );
    }

    private Bullet CreateBullet()
    {
        Bullet bullet = Instantiate(_bulletPrefab, transform);
        bullet.SetPool(_bulletPool); // Inject pool reference into the bullet
        return bullet;
    }

    private void OnGetBullet(Bullet bullet) => bullet.gameObject.SetActive(true);
    private void OnReleaseBullet(Bullet bullet) => bullet.gameObject.SetActive(false);
    private void OnDestroyBullet(Bullet bullet) => Destroy(bullet.gameObject);
    
    public void FireBullet(Vector3 position, Vector3 direction)
    {
        Bullet bullet = _bulletPool.Get();
        bullet.transform.position = position;
        bullet.Fire(direction);
    }
}

public class Bullet : MonoBehaviour
{
    private IObjectPool<Bullet> _pool;

    public void SetPool(IObjectPool<Bullet> pool) => _pool = pool;

    public void Fire(Vector3 direction) { /* Physics logic */ }

    private void DisableSelf()
    {
        // ✅ DO: Return to pool instead of Destroy()
        _pool.Release(this);
    }
}

Read the full file on GitHub · 221 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 · 221 lines · 2 tokens per session scan A dd51199f2138

Subscribe to this mod's changes

unity-performance is a cursor rule published in the GitHub repository Common-ka/ai-agent-unity-rules (39 stars, last pushed 8mo ago), licensed MIT. It adds 2 tokens to every session and 1,227 once invoked, about $0.0000 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.