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 skills add gamedev-skills/awesome-gamedev-agent-skills --skill performance-optimizationgit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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/gamedev-skills/awesome-gamedev-agent-skills/performance-optimization)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/performance-optimization"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/performance-optimization/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.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/performance-optimization"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/performance-optimization.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00121 | $0.02186 |
| Opus 5 | $0.00060 | $0.01093 |
| Sonnet 5 | $0.00024 | $0.00437 |
| Haiku 4.5 | $0.00012 | $0.00219 |
Grade A, and why
performance-optimization 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 11d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- performance-optimization — 94% identical, 12 lines differ
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.
Performance optimization
Performance work is a measurement discipline, not a bag of tricks. The method is always the
same: profile → find the one bottleneck → fix that → measure again. This skill teaches that
loop and the highest-leverage fixes (pooling, batching, allocation control, asset budgets), and
points you at each engine's profiler. It pairs with physics-tuning for simulation cost.
When to use
- Use when the frame rate is low or uneven, the game stutters/hitches, or it must hit a target (60 FPS desktop, 30/60 mobile) and currently doesn't.
- Use to decide what to optimize: profile, read the frame budget, and identify whether the CPU or GPU is the bottleneck before changing any code.
- Use to apply specific fixes: object pooling, draw-call/batch reduction, removing per-frame allocations and GC spikes, and setting asset budgets.
When not to use: for physics jitter/tunneling/timestep specifically, use physics-tuning.
For the engine's concrete profiler UI and rendering settings, use that
engine skill (godot-export covers some build settings; engine cores cover the rest). This skill
is the cross-engine method and the shared fixes.
The golden rule: measure first, never guess
Most performance "fixes" applied without profiling target the wrong thing and add complexity for no gain. Do not optimize code you have not measured. Open the profiler, find the single biggest cost in a representative scene on representative hardware, and fix that. Re-measure to confirm the fix helped before moving on. Profile a release/optimized build where it matters — editor and debug builds lie (editor overhead, no compiler optimization).
Core workflow
- Define the target and reproduce. State the goal (e.g. 60 FPS = 16.67 ms/frame) and find a repeatable worst-case scene. "Sometimes slow" is unfixable; a reproducible spike is fixable.
- Profile before touching code. Run the engine profiler and read the frame: total frame time, and the split between CPU (game logic, physics, scripts) and GPU (rendering).
- Find the bottleneck — CPU or GPU. If GPU time ≫ CPU, attack draw calls/overdraw/shaders/ resolution. If CPU time dominates, attack scripts/physics/allocations. Fixing the wrong side does nothing.
- Fix the single biggest cost. Prefer an algorithmic win (do less work, cache, spatial partition, run less often) over micro-optimizing a hot line. Apply the matching shared fix (pooling, batching, allocation removal).
- Re-measure on the same scene/hardware. Confirm the number moved. Keep or revert based on data, not intuition.
- Set budgets so it stays fixed. Per-frame ms budgets per subsystem, plus asset budgets (texture sizes, triangle counts, draw-call ceilings); add a perf check to verification.
- Report measured numbers. State before/after frame time, the bottleneck found, and the fix — never "should be faster". If you could only measure in-editor, say so.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 11d ago First seen · 161 lines · 121 tokens per session scan A ddfc68c927f9
performance-optimization is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (929 stars, last pushed today), licensed Apache-2.0. It adds 121 tokens to every session and 2,186 once invoked, about $0.0006 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.
Other skills, from other repositories
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.
profiler-start
Enable Unity's runtime profiler and open the Profiler window. Idempotent: calling when already enabled returns the current enabled state without error.
diagnosing-bgs-problems
A symptom-first guide for investigating crashes, frame-rate drops, stuttering, freezes, and startup failures in Bethesda Game Studios games with mods.
xedit-conflict-audit
Use when auditing conflicts in a Bethesda plugin set — determining for a record (or a plugin's records) which override wins, what the conflict label is, what references it, and whether the configuration is safe or breaking.