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unity-performance-optimization
Unity Performance Optimization
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Unity Performance Optimization
Install with Codex or Claude Copy this prompt, paste it into Codex, Claude, or another assistant, and let it review the skill page and install it for you.
Based on SOC occupation classification
Unity ScriptableObject Architecture
Unity Shaders
Unity State Machines
Registers new C# files in resources/manifests/<system>.json (files array + tests.editmode/playmode list) and validates with just validate-registry. Use when creating any new script, adding a new game system, or fixing 'orphan file' CI failures. Trigger phrases: 'add to manifest', 'register file', 'new system', 'validate registry'. Key capabilities: exact JSON manifest format, ACTIVE/DEPRECATED/EXPERIMENTAL status, dependency declarations, test class name mapping for pre-push gating via resolve_module_tests.py. Do NOT use for modifying physics logic or editing game scripts unrelated to registration.
Unity Terrain & Track Creation for RC Racing
Unity Testing, Debugging & QA
| name | unity-performance-optimization |
| description | Unity Performance Optimization |
Use this skill when profiling frame rate issues, reducing draw calls, optimizing memory usage, or addressing CPU/GPU bottlenecks in Unity.
Frame budgets:
| Target FPS | Budget per Frame |
|---|---|
| 30 fps | 33.3 ms |
| 60 fps | 16.6 ms |
| 90 fps (VR) | 11.1 ms |
| 120 fps | 8.3 ms |
Reduce polygon count for distant objects:
LOD 0: Full detail — 0-20% screen height → 5000 tris
LOD 1: Medium detail — 20-50% → 2000 tris
LOD 2: Low detail — 50-80% → 500 tris
Culled — 80-100% → not rendered
Setup: Add LODGroup component, assign mesh renderers to each LOD level.
Cross-fade: Enable for smooth transitions (uses dithering). Small GPU cost but looks much better.
LOD Bias: Project Settings > Quality > LOD Bias. Higher = use higher LOD longer. 1.0 = default, 2.0 = double quality distance.
Skip rendering objects hidden behind other objects.
When to use: Dense indoor environments, urban areas with buildings. Less useful for open worlds with few occluders.
Frustum culling is free and automatic — only objects in the camera's view are rendered. Occlusion culling is additional.
| Platform | Recommended Format | Notes |
|---|---|---|
| Desktop | BC7 (quality) / DXT5 (performance) | BC7 is higher quality at same size |
| Mobile (Android) | ASTC 6x6 (quality) / ETC2 (compatibility) | ASTC preferred for modern devices |
| Mobile (iOS) | ASTC 6x6 | Standard for iOS |
| WebGL | DXT5 / ETC2 | DXT for desktop browsers, ETC2 for mobile |