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mobile
Mobile optimization — tile-based GPU, ASTC textures, draw call budget (<100), thermal throttling, battery, touch input, safe areas, App Store guidelines.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
菜单
Mobile optimization — tile-based GPU, ASTC textures, draw call budget (<100), thermal throttling, battery, touch input, safe areas, App Store guidelines.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Card game patterns — deck building, hand management, turn structure, card effects, battlefield zones
Racing game patterns — vehicle physics, track design, lap tracking, AI opponents, drift mechanics
Roguelike/roguelite patterns — procedural dungeons, permadeath, meta-progression, loot systems, turn-based or real-time
Tower defense game patterns — placement grids, enemy pathing, wave spawning, tower upgrades, economy
Endless runner architecture — procedural chunk spawning, lane-based or free movement, obstacle patterns, speed ramping, coin/collectible systems, distance scoring.
Hyper-casual mobile game architecture — one-tap/swipe controls, instant onboarding, short sessions, ad monetization, minimalist visuals, level progression, score systems.
| name | mobile |
| description | Mobile optimization — tile-based GPU, ASTC textures, draw call budget (<100), thermal throttling, battery, touch input, safe areas, App Store guidelines. |
| alwaysApply | true |
| globs | ["**/*.cs"] |
Mobile GPUs use tile-based rendering (TBDR). Key implications:
| Metric | Low-End | Mid-Range | High-End |
|---|---|---|---|
| Draw calls | < 50 | < 100 | < 200 |
| Triangles | < 50k | < 100k | < 200k |
| Frame time | 33ms (30fps) | 16.6ms (60fps) | 16.6ms |
| Texture memory | < 100MB | < 150MB | < 256MB |
| Total memory | < 300MB | < 500MB | < 800MB |
| Build size | < 100MB | < 200MB | < 500MB |
half precision where possible (color, UV, normals)// Adaptive Performance package
using UnityEngine.AdaptivePerformance;
private void Update()
{
IAdaptivePerformance ap = Holder.Instance;
if (ap != null && ap.ThermalStatus.ThermalMetrics.WarningLevel > WarningLevel.NoWarning)
{
// Reduce quality: lower resolution, reduce particles, cap framerate
QualitySettings.resolutionScalingFixedDPIFactor = 0.75f;
}
}
// Input System touch
[SerializeField] private float m_SwipeThreshold = 50f;
// Minimum tap target: 44x44 points (Apple HIG)
// Minimum tap target: 48x48 dp (Material Design)
private void ApplySafeArea()
{
Rect safeArea = Screen.safeArea;
Vector2 anchorMin = safeArea.position;
Vector2 anchorMax = safeArea.position + safeArea.size;
anchorMin.x /= Screen.width;
anchorMin.y /= Screen.height;
anchorMax.x /= Screen.width;
anchorMax.y /= Screen.height;
RectTransform rect = GetComponent<RectTransform>();
rect.anchorMin = anchorMin;
rect.anchorMax = anchorMax;
}
Apply to the root UI panel to respect notches and rounded corners.
| Type | Format | Quality | Load Type |
|---|---|---|---|
| Music | Vorbis | 40-60% | Streaming |
| SFX (short) | ADPCM | — | Decompress On Load |
| SFX (long) | Vorbis | 70% | Compressed In Memory |
| UI clicks | PCM | — | Decompress On Load |