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 agentmods add skills/idocohen560/claude-unity-game-studio/unity-performancenpx skills add IdoCohen560/claude-unity-game-studio --skill unity-performancegit clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studioWrote 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/idocohen560/claude-unity-game-studio/unity-performance)<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/unity-performance"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/unity-performance.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 | $0.00056 | $0.04073 |
| Opus 5 | $0.00028 | $0.02037 |
| Sonnet 5 | $0.00011 | $0.00815 |
| Haiku 4.5 | $0.00006 | $0.00407 |
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.
This is a copy
100% identical to unity-performance — 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.
How it starts
The opening of the file, as written. The whole thing — 446 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Performance Profiling & Optimization
Based on Unity 6.3 LTS (6000.3) official documentation
Core Tools Overview
Unity provides several built-in and package-based tools for profiling and optimization:
| Tool | Access | Purpose |
|---|---|---|
| Unity Profiler | Window > Analysis > Profiler | CPU, GPU, memory, rendering metrics per frame |
| Memory Profiler | Package: com.unity.memoryprofiler |
Deep memory snapshots, comparison, leak detection |
| Frame Debugger | Window > Analysis > Frame Debugger | Inspect every draw call in a rendered frame |
| Profile Analyzer | Package: com.unity.performance.profile-analyzer |
Statistical analysis across many Profiler frames |
Unity Profiler
The Profiler captures per-frame performance data. It runs in the Editor or connects to a Development Build on a target device.
CPU Module
The CPU module is the primary tool for finding performance bottlenecks.
Views:
- Timeline view -- Shows all threads side-by-side with time on the x-axis. Best for seeing thread contention, job system utilization, and where the frame time is spent.
- Hierarchy view -- Aggregates samples into a call tree. Shows Total %, Self %, Calls, GC Alloc, and Time columns. Best for finding the most expensive functions.
Key threads:
- Main Thread -- Game logic, scripts, animation, UI layout
- Render Thread -- Submits draw calls to the GPU (SRP command buffer execution)
- Job Worker threads -- C# Jobs, Burst-compiled workloads, physics simulation
Profiler markers:
- Built-in markers (e.g.,
PlayerLoop,Update.ScriptRunBehaviourUpdate,Physics.Simulate) - Custom markers using
Unity.Profiling.ProfilerMarker(see references/profiler-guide.md)
Deep Profiling:
- Instruments every C# method call automatically
- WARNING: Adds 10-100x overhead -- results do not reflect real performance
- Use
ProfilerMarkerfor targeted instrumentation instead
What ships with it
2 files 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.
- yesterday First seen · 446 lines · 56 tokens per session scan A 4443921030b8
unity-performance is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 1mo ago), licensed MIT. It adds 56 tokens to every session and 4,073 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to unity-performance, differing in 0 lines, and is treated as a copy.
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