unity-performance

A guide for finding and fixing slow or memory-hungry parts of Unity games. It covers measuring processor, graphics, and memory use, then choosing targeted fixes such as object reuse or rendering changes.

In plain words
What is it for?
Use it to profile a game, improve rendering and physics, reuse frequently created objects, reduce memory use, and optimize code that runs often.
Why use it?
It helps avoid guessing at performance problems and focuses work on the actual bottleneck. It also helps plan frame-rate and memory limits for the target device.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/thearcforge/hades/unity-performance
Any agent
npx skills add TheArcForge/Hades --skill unity-performance
Clone the repo
git clone --depth 1 https://github.com/TheArcForge/Hades

Made for: Claude Code, Codex.

Per session 32 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,734 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00032 $0.06734
Opus 5 $0.00016 $0.03367
Sonnet 5 $0.00006 $0.01347
Haiku 4.5 $0.00003 $0.00673

Measured 2d ago against content hash 53acd6d35714, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

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 2d 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.

ClaudeCodePlugin/skills/unity-performance/SKILL.md · 725 lines

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.

  1. 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.
  2. 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.

Read the full file on GitHub · 725 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. 2d ago First seen · 725 lines · 32 tokens per session scan A 53acd6d35714

Subscribe to this mod's changes

unity-performance is a skill published in the GitHub repository TheArcForge/Hades (27 stars, last pushed 6d ago), licensed MIT. It adds 32 tokens to every session and 6,734 once invoked, about $0.0002 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.