Borrowing it
Nothing to install: this file belongs to andvolodko/html5-game-editor. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/andvolodko/html5-game-editor/master/.cursor/skills/performance-audit/SKILL.mdgit clone --depth 1 https://github.com/andvolodko/html5-game-editorWrote 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.
[](https://agentmods.dev/skills/andvolodko/html5-game-editor/performance-audit)<a href="https://agentmods.dev/skills/andvolodko/html5-game-editor/performance-audit"><img src="https://agentmods.dev/badge/skills/andvolodko/html5-game-editor/performance-audit.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00060 | $0.01526 |
| Opus 5 | $0.00030 | $0.00763 |
| Sonnet 5 | $0.00012 | $0.00305 |
| Haiku 4.5 | $0.00006 | $0.00153 |
Grade A, and why
performance-audit 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 6d 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.
How it starts
The opening of the file, as written. The whole thing — 127 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Performance Audit
Measurement-first workflow. Do not change architecture on a hunch.
Architecture constraints: docs/architecture.md (Performance) and .cursor/rules/core.mdc. Editor viewport rules: .cursor/rules/editor-ui.mdc.
When to use this skill
- Editor Scene/Preview jank, hitching, or memory growth.
- Game runtime FPS drops, GC spikes, or high
Performance Meterstats. - A change is suspected of rebuilding the whole scene graph or re-rendering React every ticker frame.
- User asks to “optimize” without a measured hot path.
Do not use this to sprinkle caches through unrelated modules.
Before changing code
- Reproduce the slow case with a concrete scene (demo
games/editor-features-demo/assets/scenes/perfomance-test.jsonexists for load; alsohybrid.json/world3d.json/ Spine scenes). - Identify the hot path (editor viewport vs Preview/
GameRuntimevs Asset Browser vs Inspector). - Establish a baseline (FPS, frame time, draw calls, display object counts, allocations). Guessing is not a baseline.
- Read the existing sync model:
EditorViewportControlleris incremental;SceneRenderer.clearis load/recovery only (packages/scene/src/scene-renderer.ts).
This repo does not use Zustand. Editor UI subscribes via useEditorState → editor.getStoreVersion() (apps/editor/src/hooks/useEditorState.ts).
Audit workflow
reproduce
→ identify hot path
→ establish baseline
→ inspect architecture
→ implement smallest safe optimization
→ verify behavior
→ compare before/after
→ add regression test where practical
1. Reproduce and classify
| Surface | Typical cost |
|---|---|
| Editor Scene | Pixi/Three update + gizmos + selection chrome |
| Preview / game | GameRuntime.tick → scripts update → renderer.render |
| React shell | editor.subscribe notifying every panel |
| Assets | import, thumbnail decode, preview hosts |
| Persistence | JSON.stringify of the whole scene (save, not per frame) |
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.
- 6d ago First seen · 127 lines · 60 tokens per session scan A 55f7563c346e
performance-audit is a skill published in the GitHub repository andvolodko/html5-game-editor (6 stars, last pushed 11d ago), licensed MIT. It adds 60 tokens to every session and 1,526 once invoked, about $0.0003 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 2026-08-31.
Other skills, from other repositories
tune-performance
Use when the user reports the game is slow, drops framerate, stutters, takes forever to start, or runs poorly on specific hardware. Profiles the running game via summergetdiagnostics, identifies hotspots (rendering / physics / scripting), and proposes specific fixes with before/after metric expectations. Trigger on…
debugging-game-feel
Use when a gameplay feature works correctly but feels wrong — floaty jumps, mushy combat, sluggish camera, weightless impacts. Different from logical bug debugging; the bug is subjective and lives in tuning, timing, and feedback layers.
diagnosing-perf-regressions
Use when frame rate, frame time, or load time has gotten worse since a known-good state — "it used to run at 60, now it's at 30." Focused on finding the cause of a regression, not general performance tuning.
console-get-logs
Retrieve Unity Editor logs from the MCP plugin's LogCollector, optionally filtered by log type or time window. Useful for debugging and monitoring Editor activity.
editor-application-get-state
Return the current state of UnityEditor.EditorApplication — playmode, paused state, compilation state, and related flags.
console-clear-logs
Clear the MCP log cache (used by 'console-get-logs') and the Unity Editor Console window. Useful for isolating logs to a specific action by clearing the slate first.