eng-unity-mobile-optimization

eng-unity-mobile-optimization is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 22 tokens per session (3,186 once invoked), scanned A, original, MIT.

A set of techniques for making Unity games run better on phones and tablets. It covers constraints such as limited memory, battery use, heat, and differences between devices.

In plain words
What is it for?
Use it when building or tuning Unity games for iOS and Android, especially for memory handling, battery-sensitive features, thermal limits, and device-specific quality settings.
Why use it?
Mobile devices can slow down, run out of memory, drain the battery, or overheat when a game demands too much. These patterns help developers account for those limits during development.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it when building or tuning Unity games for iOS and Android…

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/eng-unity-mobile-optimization
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.

Any agent
npx skills add IdoCohen560/claude-unity-game-studio --skill eng-unity-mobile-optimization
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

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 eng-unity-mobile-optimization

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/eng-unity-mobile-optimization.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/eng-unity-mobile-optimization)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/eng-unity-mobile-optimization"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/eng-unity-mobile-optimization.svg" alt="Measured on agentmods" height="20"></a>
Per session 22 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,186 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 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 5.1 $0.00022 $0.03186
Opus 5 $0.00011 $0.01593
Sonnet 5 $0.00004 $0.00637
Haiku 4.5 $0.00002 $0.00319

Measured 3d ago against content hash cbb55b823464, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

eng-unity-mobile-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 3d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

examples/my-first-game/.claude/skills/eng-unity-mobile-optimization/SKILL.md · 540 lines

How it starts

The opening of the file, as written. The whole thing — 540 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unity Mobile Optimization

Overview

Mobile platforms have unique constraints: limited memory, battery life, thermal throttling, and variable hardware. This skill covers mobile-specific optimization techniques.

When to Use

  • iOS and Android development
  • Battery-sensitive applications
  • Memory-constrained devices
  • Thermal management
  • Variable quality settings

Memory Management

Memory Budget System

public class MobileMemoryManager : MonoBehaviour
{
    [SerializeField] private long _warningThresholdMB = 800;
    [SerializeField] private long _criticalThresholdMB = 1000;
    
    public event Action OnMemoryWarning;
    public event Action OnMemoryCritical;
    
    private void Awake()
    {
        // iOS memory warning callback
        Application.lowMemory += OnLowMemory;
    }
    
    private void OnDestroy()
    {
        Application.lowMemory -= OnLowMemory;
    }
    
    private void OnLowMemory()
    {
        Debug.LogWarning("Low memory warning received");
        OnMemoryCritical?.Invoke();
        
        // Emergency cleanup
        Resources.UnloadUnusedAssets();
        GC.Collect();
    }
    
    public MemoryStatus GetMemoryStatus()
    {
        long usedMB = Profiler.GetTotalAllocatedMemoryLong() / 1_000_000;
        
        if (usedMB >= _criticalThresholdMB)
            return MemoryStatus.Critical;
        if (usedMB >= _warningThresholdMB)
            return MemoryStatus.Warning;
        return MemoryStatus.Normal;
    }
    
    public void RequestCleanup()
    {
        // Aggressive cleanup
        StartCoroutine(CleanupRoutine());
    }
    
    private IEnumerator CleanupRoutine()
    {
        // Unload unused assets
        var operation = Resources.UnloadUnusedAssets();
        yield return operation;
        
        // GC with minimal pause
        GC.Collect(0, GCCollectionMode.Optimized);
        yield return null;
        
        GC.Collect(1, GCCollectionMode.Optimized);
    }
}

public enum MemoryStatus { Normal, Warning, Critical }

Read the full file on GitHub · 540 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. 3d ago First seen · 540 lines · 22 tokens per session scan A cbb55b823464

Subscribe to this mod's changes

eng-unity-mobile-optimization is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 2mo ago), licensed MIT. It adds 22 tokens to every session and 3,186 once invoked, about $0.0001 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 2026-09-03.

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