Individual skill
godot-optimization
Use when optimizing Godot games — profiler, draw calls, physics tuning, memory management, and common bottlenecks
skills/godot-optimization/SKILL.md
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- ai-skills Repository topic
- claude-code Repository topic
- copilot Repository topic
- csharp Repository topic
- game-development Repository topic
- gamedev Repository topic
- gdscript Repository topic
- godot Repository topic
- godot-4 Repository topic
- godot-engine Repository topic
- engineering Derived category
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SKILL.mdcore · 12,317 bytesSKILL.mdcore · 12,317 bytesSKILL.mdcore · 12,317 bytesSKILL.mdcore · 12,317 bytesreferences/cpu-bottlenecks.mddoc · 9,335 bytesreferences/draw-calls.mddoc · 7,585 bytesreferences/memory-management.mddoc · 10,775 bytesreferences/physics-tuning.mddoc · 5,479 bytes
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# Godot Optimization
This skill covers performance optimization for Godot 4.3+ projects in both GDScript and C#. It covers the built-in profiler, draw call reduction, physics tuning, GDScript performance patterns, memory management, object pooling, and a reference table of common bottlenecks.
> **Related skills:** **godot-debugging** for systematic debugging and profiling, **godot-code-review** for performance review checklist, **export-pipeline** for release build optimization, **physics-system** for collision shapes, layers, and physics body types, **2d-essentials** for 2D mesh optimization, particle performance, and draw order tuning, **multithreading** for moving work off the main thread, **mobile-development** for mobile performance budgets.
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## 1. Using the Profiler
### Frame Time Budget
At 60 fps, the entire frame (update, physics, rendering) must complete in **16.6 ms**. At 30 fps the budget is 33.3 ms. Any single system that consumes the majority of that budget is a bottleneck.