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unity-performance-optimization
Unity Performance Optimization
Instalar com Codex ou Claude Copie este prompt, cole no Codex, Claude ou outro assistente e deixe que ele revise a página da skill e instale para você.
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Unity Performance Optimization
Instalar com Codex ou Claude Copie este prompt, cole no Codex, Claude ou outro assistente e deixe que ele revise a página da skill e instale para você.
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
Baseado na classificação ocupacional SOC
| 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 |