| name | unity-performance |
| description | Unity performance red-flag advisor. Use when users want performance review, code runs slow, frame drops, or need optimization guidance for Update, allocations, pooling, physics. Triggers: performance, optimize, slow, lag, frame drop, hot path, Update, allocation, pool, GC, profiler, 性能, 太慢了, 卡顿, 掉帧, 优化性能, 热路径, 内存分配, 对象池. |
Unity Performance Red Flags
Use this skill for a high-signal review of likely Unity performance issues. Focus on red flags, not speculative micro-optimizations.
Check For
- Too many unrelated
Update / LateUpdate / FixedUpdate loops
- Repeated
Find, GetComponent, Camera.main, or tag lookups in hot paths
- Frequent
Instantiate / Destroy suitable for pooling
- Avoidable per-frame allocations:
- LINQ
- string formatting
- closures
- boxing
- Reflection in runtime hot paths
- Expensive editor-only helpers leaking into runtime code
- Physics, animation, or UI updates happening at the wrong cadence
Hidden Costs: Possibility ≠ Actuality
Three 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.
Write permission costs, even without writing
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".
Sequential seeds produce correlated random streams
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:
for (int i = 0; i < N; i++) rngs[i] = new System.Random(baseSeed + i);
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.
Logging fires in release builds by default
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:
Debug.Log($"Player {GetPlayerInfo()} at {Time.time}");
if (Debug.isDebugBuild) Debug.Log($"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.
Output Format
- Confirmed red flags
- Likely red flags
- Changes worth doing now
- Changes not worth doing now
- Expected gain category: clarity / frame time / GC / scalability
Guardrails
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
- Do not recommend large refactors without a meaningful hotspot.
- Do not replace simple code with unreadable “optimized” code unless the hot path is real.