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 TheArcForge/Hades --skill unity-performancegit clone --depth 1 https://github.com/TheArcForge/HadesWrote 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/thearcforge/hades/unity-performance)<a href="https://agentmods.dev/skills/thearcforge/hades/unity-performance"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/unity-performance/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/thearcforge/hades/unity-performance"><img src="https://agentmods.dev/badge/skills/thearcforge/hades/unity-performance.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to high
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- high Memory Poisoning · line 355 Skill manipulates agent memory, state, or stored context. Memory corruption can alter personality, override safety rules, or cause unpredictable behavior.Fix: Protect agent memory and state from modification by untrusted content. Use read-only memory for critical instructions and validate all state changes.
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 | $0.00032 | $0.06734 |
| Opus 5.5 | $0.00013 | $0.02694 |
| Sonnet 5.5 | $0.00006 | $0.01347 |
| Haiku 4.5 | $0.00003 | $0.00673 |
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 1mo 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 — 725 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Unity Performance
Deep decision framework for Unity performance analysis and optimization. Profile first, identify the bottleneck, then apply the targeted fix. This skill provides CPU/GPU/RAM cost models, object pooling, batching, physics, and platform budget guidance.
When to Apply
Activate when the conversation involves:
- Profiling or measuring performance in the Unity Editor or on-device
- Choosing between rendering strategies (static batching, GPU instancing, SRP Batcher, atlases)
- Deciding whether to pool objects, and how to implement the pool
- Physics performance (collision layers, collider types, timestep tuning)
- Memory management (texture compression, audio load types, heap allocations)
- Frame rate targets and platform budget planning
- Identifying hotspots in Update loops or high-frequency code paths
Do NOT activate for broad architectural questions about how to structure a system — those go to hades:unity-architect first.
Project Context Check
Before making recommendations, gather project-specific context so advice is calibrated to the actual codebase.
-
Understand the project scale and render pipeline:
- Call
get_project_summary()— reveals render pipeline (URP/HDRP/Built-in), platform target, scene count, and asset volumes. A mobile URP project requires very different advice than a PC HDRP project. - Call
project_settings(section: "renderPipeline")— confirms which pipeline is active and its pipeline asset path. Hades has no tool that reports SRP Batcher status, active rendering features, or custom passes — check those directly in Project Settings > Graphics or the Frame Debugger.
- Call
-
Find hot-path candidates:
- Call
graph_query(edgeKind: "references", edgeTargetNamePattern: "Update", edgeTargetKind: "Class")— lists components referencing a script whose name matches "Update". Every entry is a hot-path candidate. Large counts on mobile are an immediate concern. - Call
graph_query(edgeKind: "references", edgeTargetNamePattern: "FixedUpdate", edgeTargetKind: "Class")— physics-side hot paths. - Call
graph_query(edgeKind: "references", edgeTargetNamePattern: "LateUpdate", edgeTargetKind: "Class")— camera/IK hot paths.
- Call
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.
- 1mo ago First seen · 725 lines · 32 tokens per session scan A 53acd6d35714
unity-performance is a skill published in the GitHub repository TheArcForge/Hades (29 stars, last pushed 27d ago), licensed MIT. It adds 32 tokens to every session and 6,734 once invoked, about $0.0001 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 2026-08-30.
Other skills, from other repositories
game-development
Game development with Unity, Unreal Engine, and Godot. Use when building games, implementing game mechanics, physics, AI, or working with game engines.
ar-vr-xr
AR/VR/XR development with Unity XR, WebXR, ARKit, ARCore, Meta Quest SDK, and spatial computing. Use when building augmented reality, virtual reality, mixed reality applications, or spatial experiences.
agent-game-developer
Specialist subagent: Expert game developer for Unity, Unreal Engine, and Godot game development.
microservices-architecture
Microservices architecture patterns and best practices. Use when designing distributed systems, breaking down monoliths, or implementing service communication.
accessibility-a11y
WCAG 2.2 compliance, ARIA patterns, keyboard navigation, screen readers, automated testing.
ai-ml-development
AI and machine learning development with PyTorch, TensorFlow, and LLM integration. Use when building ML models, training pipelines, fine-tuning LLMs, or implementing AI features.