game-profiling

Diagnose Unity and Godot frame hitches, memory growth, and rendering cost with reproducible profiler captures.

2|Updated Feb 26, 2024
One-click install
npx skills add https://github.com/rudolfolah/profiling-code --skill game-profiling-rudolfolah
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-profiling
Source: https://github.com/rudolfolah/profiling-code/tree/main/.claude/skills/game-profiling
Command: npx skills add https://github.com/rudolfolah/profiling-code --skill game-profiling-rudolfolah

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game performance issues like frame hitches, low frame rates, memory leaks, and excessive draw calls are hard to diagnose without disciplined profiling. This Skill guides you through capturing reproducible evidence with the right Unity or Godot profiler, separating measured facts from hypotheses, and validating fixes with before/after captures. ## Core Features & Use Cases - Tool Selection Guidance: Maps each symptom (CPU timing, memory growth, rendering passes, static project risk, Godot frame monitors) to the correct first tool: Unity Profiler, Memory Profiler, Frame Debugger, Project Auditor, or Godot Profiler. - Reproducible Capture Recipes: Enforces capture hygiene including target hardware, warm-up, consistent quality settings, repeated trials, and labeled metadata so results are comparable. - Hypothesis-Driven Triage: Translates observations into bounded hypotheses (e.g., main thread over 16.67 ms budget, recurring GC.Alloc, retained native textures) and validates one change at a time. - Use Case: A Unity mobile game hitches during enemy spawns. Use this Skill to capture a CPU timeline on device, identify GC.Alloc spikes in the spawn step, switch to object pooling, and confirm the fix with a repeated capture. ## Quick Start Ask the assistant to help profile a Unity or Godot performance problem, describing your engine version, target device, and the exact symptom such as a frame hitch or memory growth.

Frequently Asked Questions about game-profiling

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I find the cause of frame hitches in Unity?

Capture a CPU Usage timeline with the Unity Profiler on a Development build running on target hardware. Find the long frames, compare Main Thread, Render Thread, and worker threads, then follow the expensive marker to its caller rather than optimizing a broad parent label.

How do I detect memory leaks in a Unity game?

Use the Memory Profiler package to capture snapshots after a clean boot, after loading, and after repeated load/unload cycles, then compare them. Follow references on retained objects to determine whether they are held by static references, caches, or duplicated assets.

What is the difference between Unity Frame Debugger and a GPU profiler?

The Frame Debugger shows the ordered list of submitted rendering events, draw calls, and batching decisions, but not GPU milliseconds or bandwidth. Use a platform GPU tool like RenderDoc, Xcode Metal debugger, or vendor profilers when the question is actual GPU cost.

Does the Godot Profiler show GPU rendering time?

No. The Godot Profiler shows script function timings and frame monitors such as draw calls and object counts, which are submission evidence, not GPU timings. For GPU milliseconds or bandwidth, use a compatible platform GPU tool while preserving the existing renderer and API.

Why should I avoid profiling in the Unity Editor?

Editor captures include editor overhead, different graphics paths, and profiler transport cost that do not reflect device behavior. Prefer a Development player on target hardware, and label Editor data explicitly if it is the only option.

When should I use Unity Project Auditor instead of the Profiler?

Use Project Auditor for project-wide static checks of settings, assets, and API usage before runtime, such as a preflight or regression audit. It cannot prove a runtime hotspot, so validate performance-related findings with the Unity Profiler or a device test.