besty0728/unity-performance
Advises on Unity performance red flags — Update/allocation/pooling/physics hot paths, frame drops, and GC pressure. Use when reviewing performance, diagnosing frame drops or stutter, reducing allocations, or planning pooling/optimization, even if the user just says "太卡了" or "怎么优化". 为 Unity 性能红线提供建议(Update/分配/对象池/物理热路径、掉帧、GC 压力);当用户要做性能审查、诊断掉帧或卡顿、减少内存分配、或规划对象池/优化时使用。
npx skills add https://github.com/Besty0728/Unity-Skills --skill unity-performance
Use this skill for a high-signal review of likely Unity performance issues. Focus on red flags, not speculative micro-optimizations.
Update / LateUpdate / FixedUpdate loopsFind, GetComponent, Camera.main, or tag lookups in hot pathsInstantiate / Destroy suitable for poolingThree counter-intuitive traps where what seems "free" is actually expensive. Each cost is paid for *possibility* of work, not for work actually performed — which is why profilers rarely catch them directly.
A component whose Update *can* mutate transform.position pays the cost whether the branch runs or not: dirty-flag and serialization systems treat write permission as a reason to poll every frame. Similarly, a [SerializeField] field that is never modified at runtime still sits on the serialization path. The fix is to remove the permission, not tighten the branch — split the rarely-needed writer into its own component and AddComponent only when needed. *Source: NetcodeSamples/HelloNetcode/2_Intermediate/07_Optimization/Optimization.md — "a system with the possibility of writing to a component, regardless of whether it writes to it or not, will always have to be serialized".*
Seeding N RNG instances with baseSeed + i gives N *similar* streams — patrol paths line up, spawn jitter clumps, loot rolls cluster. Hash the index before seeding:
// Wrong — N correlated streams
for (int i = 0; i < N; i++) rngs[i] = new System.Random(baseSeed + i);
// Correct — hash decorrelates adjacent seeds
for (int i = 0; i < N; i++)
rngs[i] = new System.Random((int)((uint)baseSeed * 2654435761u ^ (uint)i));
Unity.Mathematics.Random.CreateFromIndex(i) applies this internally and is preferred when the math package is available. *Source: Dots101/Entities101/Assets/HelloCube/3. Prefabs/SpawnSystem.cs:37-39 and its comment.*
Debug.Log is not stripped in Player builds; only methods marked [Conditional("UNITY_EDITOR")] (such as Debug.DrawLine) have their arguments elided at the call site. That means a log line with interpolation or helper calls runs every frame in shipped games:
// Wrong — GetPlayerInfo() and string interpolation execute in release
Debug.Log($"Player {GetPlayerInfo()} at {Time.time}");
// Better — guard the whole expression
if (Debug.isDebugBuild) Debug.Log($"Player {GetPlayerInfo()} at {Time.time}");
The same principle as the "possibility write" rule above — the runtime pays for the *possibility* of work, not only for the work.
> Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
Take besty0728/unity-performance from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.