eng-unity-mobile-optimization

eng-unity-mobile-optimization is a skill for Claude Code from tjboudreaux/cc-plugin-unity-gamedev. It costs 22 tokens per session (3,186 once invoked), scanned A, a copy of eng-unity-mobile-optimization, MIT.

A set of Unity optimization patterns for iOS and Android games, focused on memory use, battery life, heat, and performance across devices with different hardware.

In plain words
What is it for?
Use it to set quality levels, monitor memory, respond to low-memory warnings, clean up unused resources, and manage performance on mobile devices.
Why use it?
It helps address mobile limits such as low available memory, battery drain, thermal throttling, and inconsistent performance.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unity-gamedev plugin — 21 skills shipped together

Good fit Use it to set quality levels, monitor memory, respond to low-memory warnings, clean up unused resources, and manage performance on mobile devices.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/tjboudreaux/cc-plugin-unity-gamedev/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 tjboudreaux/cc-plugin-unity-gamedev --skill eng-unity-mobile-optimization
Clone the repo
git clone --depth 1 https://github.com/tjboudreaux/cc-plugin-unity-gamedev

Made for: Claude Code.

Or install unity-gamedev, the plugin that ships this one along with the rest of its 21 skills.

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/tjboudreaux/cc-plugin-unity-gamedev/eng-unity-mobile-optimization/github.svg)](https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/eng-unity-mobile-optimization)
Your own site
<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/eng-unity-mobile-optimization"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/eng-unity-mobile-optimization/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.

agentmods 80×15 button for eng-unity-mobile-optimization

Your own site · 80×15
<a href="https://agentmods.dev/skills/tjboudreaux/cc-plugin-unity-gamedev/eng-unity-mobile-optimization"><img src="https://agentmods.dev/badge/skills/tjboudreaux/cc-plugin-unity-gamedev/eng-unity-mobile-optimization.svg" alt="Reviewed on agentmods" width="80" 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 100% copy Near-identical to another mod 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 9d ago against content hash cbb55b823464, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, 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 9d 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

This is a copy

100% identical to eng-unity-mobile-optimization — 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.

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. 9d 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 tjboudreaux/cc-plugin-unity-gamedev (8 stars, last pushed 7mo 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. It is 100% identical to eng-unity-mobile-optimization, differing in 0 lines, and is treated as a copy.

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