# Unity Performance

> Unity performance red-flag advisor. Use when users want performance review, code runs slow, frame drops, or need optimization guidance for Update, allocations, pooling, physics. Triggers: performance, optimize, slow, lag, frame drop, hot path, Update, allocation, pool, GC, profiler, 性能, 太慢了, 卡顿, 掉帧, 优化性能, 热路径, 内存分配, 对象池.

- Skill: `noah-zll/unity-performance` (Agent Skill)
- Install (CLI): `npx skillmds@latest add noah-zll/unity-performance`
- Raw SKILL.md: https://api.skillmd.com/api/skills/noah-zll/unity-performance/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: noah-zll (https://skillmd.com/u/noah-zll)
- Updated: 2026-09-22
- Page: https://skillmd.com/skills/noah-zll/unity-performance

---


# Unity Performance Red Flags

Use this skill for a high-signal review of likely Unity performance issues. Focus on red flags, not speculative micro-optimizations.

## Check For

- Too many unrelated `Update` / `LateUpdate` / `FixedUpdate` loops
- Repeated `Find`, `GetComponent`, `Camera.main`, or tag lookups in hot paths
- Frequent `Instantiate` / `Destroy` suitable for pooling
- Avoidable per-frame allocations:
  - LINQ
  - string formatting
  - closures
  - boxing
- Reflection in runtime hot paths
- Expensive editor-only helpers leaking into runtime code
- Physics, animation, or UI updates happening at the wrong cadence

## Output Format

- Confirmed red flags
- Likely red flags
- Changes worth doing now
- Changes not worth doing now
- Expected gain category: clarity / frame time / GC / scalability

## Guardrails

**Mode**: Both (Semi-Auto + Full-Auto) — advisory only, no REST skills

- Do not recommend large refactors without a meaningful hotspot.
- Do not replace simple code with unreadable “optimized” code unless the hot path is real.

