Individual skill

scenario-godot-performance-export

Use when a Godot game stutters, drops frames, hitches when entering new areas, overheats a phone, or must ship: profiling and Performance monitors, CPU or GPU bound, draw calls, MultiMesh, occlusion culling, LOD, shader compilation hitches, export to macOS, Windows, Linux, Steam, Android (APK, AAB, keystore), iOS (Xcode), web (itch.io, COOP/COEP headers, SharedArrayBuffer, JavaScript interop), build size budgets, demo and DLC builds, signing and notarization.

skills/game-engines/godot/scenario-godot-performance-export/SKILL.md

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Last checked
Nov 9, 2026

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Repository last updated
Nov 8, 2026
License
MIT

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# Godot performance and release

Target: Godot 4.7.2.stable, macOS Apple Silicon; the Android helpers also run on Windows and Linux.

Expert level here means every claim about speed comes with a before and after number from the same
harness, every build is verified as a file before anyone calls it shipped, and the agent knows which
numbers Godot reports wrongly. The stance: measure, classify the bound, fix the biggest cost,
re-measure, compare pictures, then ship builds you have opened, run and listed. 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-godot-expert (channels, the review loop, toolkit, 4.7 traps).