What problem does it solve? Games that drop frames, stutter, or start slowly are hard to fix without measurement, and guessing at optimizations wastes effort on the wrong subsystem. This Skill enforces a measure-first loop: capture baseline metrics inside a real renderer, identify the dominant cost, apply one targeted fix, and verify the metric actually moved. ## Core Features & Use Cases - Baseline measurement via verification probes: Runs a disposable instrumented game instance using Performance.get_monitor to capture FPS, frame time, draw calls, physics body counts, and memory before changing anything. - Hotspot decision tree: Routes symptoms to the right subsystem — rendering (draw calls, overdraw, lights, shadows), physics (rigid bodies, concave shapes, tick rate), GDScript (_process loops, per-frame allocations), jitter (shader compile, GC), or startup (autoloads, imports). - One-fix-at-a-time verification: Proposes a single fix with an expected metric movement, applies it after user approval, then re-runs the identical probe to confirm the improvement. - Use Case: A game's framerate drops when enemies spawn. The Skill measures 14.2 ms render time from 240 individual foliage MeshInstance3D nodes, replaces them with one MultiMeshInstance3D, and re-measures to confirm render time dropped to 4.1 ms. ## Quick Start Ask the agent to profile why your game is slow and fix the biggest performance hotspot with before and after measurements.