Individual skill

scenario-unity-performance

Use when a Unity 6.3 game is slow or stutters: low fps, frame spikes, hitches when entering areas or on first effects, GC spikes, too many draw calls or SetPass calls, CPU vs GPU bound questions, Profiler, Profile Analyzer, Memory Profiler, Frame Debugger or Project Auditor work, GPU Resident Drawer or SRP Batcher setup, LOD and Mesh LOD, shader warm-up and variants, memory or VRAM budgets, IL2CPP and build size, or proving a fix with numbers from a player.

skills/game-engines/unity/scenario-unity-performance/SKILL.md

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Last checked
Nov 9, 2026

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Repository last updated
Nov 10, 2026
License
MIT

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# Unity performance (performance engineer)

Expert performance work is a measurement discipline: a budget in milliseconds, the bounding thread
named before any change, the biggest measured cost fixed first, structure before tuning, and every
fix proven with before/after numbers from a development player. An agent does all of it headless:
`AgentProfile` in Editor Play mode to iterate, `PerfProbe` in a batch-mode player for verdicts,
`PerfCapture` to attribute costs from a Profiler capture, `metal_trace` for GPU time, `PerfBuild`
for size. Target: Unity 6000.3.21f1, URP 17.3, macOS Apple Silicon. If a sibling skill named here is
missing from your available skills, load it with `skill_get` (Scenario MCP) or ask the user to
install it (https://github.com/scenario-labs/skills#install); unattended, proceed from tool schemas
and flag the gap.

**REQUIRED BACKGROUND:** scenario-unity-expert (channels, review loop, 6.3 traps, `ut_*` toolkit).
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