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 makifbaysal/tasktrooper --skill unity-performance-and-gcgit clone --depth 1 https://github.com/makifbaysal/tasktrooperWrote 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/makifbaysal/tasktrooper/unity-performance-and-gc)<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/unity-performance-and-gc"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/unity-performance-and-gc/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/makifbaysal/tasktrooper/unity-performance-and-gc"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/unity-performance-and-gc.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00076 | $0.01739 |
| Opus 5.5 | $0.00030 | $0.00696 |
| Sonnet 5.5 | $0.00015 | $0.00348 |
| Haiku 4.5 | $0.00008 | $0.00174 |
Grade A, and why
unity-performance-and-gc 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 4d 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 — 132 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Performance and GC
Overview
Unity's managed heap is garbage-collected; every allocation in Update is a future GC spike, and the incremental collector only spreads the pain. Most frame drops in Unity projects come from a short list: allocations per frame, per-frame lookups, unpooled spawning, physics queries that allocate, UI rebuilds, and draw calls. Find which one with the Profiler, fix it, and prove the fix with numbers (game-performance-budget).
Core principle: Zero managed allocations per frame in gameplay, measured — not assumed — with the Profiler's GC Alloc column or an allocation test.
Profile first
- Profiler: CPU Usage (Hierarchy, sort by Time ms and GC Alloc), Rendering, Physics, Memory modules. Profile a Development Build with Autoconnect; the Editor adds overhead.
- Deep Profile only to locate a call, never for timing.
- Profile Analyzer compares a before and an after capture; Memory Profiler finds leaks across scene loads.
- Mark your own code:
static readonly ProfilerMarker s_Marker = new("Enemy.Think"); using (s_Marker.Auto()) { ... }.
The allocation list
// ❌ allocates or searches every frame
void Update() {
var enemies = FindObjectsByType<Enemy>(FindObjectsSortMode.None); // array + scene search
var close = enemies.Where(e => (e.transform.position - transform.position).sqrMagnitude < r2).ToList(); // LINQ + closure
hpText.text = "HP: " + hp; // new string every frame
if (other.tag == "Enemy") { } // allocates the tag string
var hits = Physics.OverlapSphere(transform.position, 5f); // new array per call
StartCoroutine(Flash(new WaitForSeconds(0.1f))); // allocation per call
}
// ✅ cached, reused, non-allocating
readonly Collider[] _hits = new Collider[32];
static readonly WaitForSeconds FlashDelay = new(0.1f);
int _shownHp = -1;
void Update() {
int count = Physics.OverlapSphereNonAlloc(transform.position, 5f, _hits, enemyMask);
for (int i = 0; i < count; i++) { /* use _hits[i] */ }
if (hp != _shownHp) { _shownHp = hp; hpText.SetText("HP: {0}", hp); } // TextMeshPro, no string alloc
if (other.CompareTag("Enemy")) { }
}
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.
- 4d ago First seen · 132 lines · 76 tokens per session scan A 3edb97912376
unity-performance-and-gc is a skill published in the GitHub repository makifbaysal/tasktrooper (112 stars, last pushed yesterday), licensed Apache-2.0. It adds 76 tokens to every session and 1,739 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-10-09.
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