unity-performance
Advise on Unity performance red flags
它会碰到什么
这一栏是扫描器报的事实,不是结论。命中多不等于有毒(安全工具、规则库、示例脚本本来就会包含危险写法),命中少也不等于干净。它和你手上的凭据、文件、网络有什么关系,需要你自己看。
技能内容
> Before calling any skill in this module: if you are about to call a skill with parameters guessed from its name or description, STOP — read this file (or fetch its schema via GET /skills/recommend?includeSchema=true) first. If you already have the parameter definitions from recommend/schema, you may proceed straight to dryRun.
Triggers
- Reviewing performance
- Diagnosing frame drops
- Reducing allocations
- Planning pooling/optimization
- 做性能审查、诊断掉帧或卡顿、减少内存分配、规划对象池/优化
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/FixedUpdateloops - Repeated
Find,GetComponent,Camera.main, or tag lookups in hot paths - Frequent
Instantiate/Destroysuitable 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
Hidden Costs: Possibility ≠ Actuality
Three counter-intuitive traps where what seems "free" is actually expensive. Each cost is paid for possibility of work, not for work actually performed — which is why profilers rarely catch them directly.
Write permission costs, even without writing
A component whose Update can mutate transform.position pays the cost whether the branch runs or not: dirty-flag and serialization systems treat write permission as a reason to poll every frame. Similarly, a [SerializeField] field that is never modified at runtime still sits on the serialization path. The fix is to remove the permission, not tighten the branch — split the rarely-needed writer into its own component and AddComponent only when needed. Source: NetcodeSamples/HelloNetcode/2_Intermediate/07_Optimization/Optimization.md — "a system with the possibility of writing to a component, regardless of whether it writes to it or not, will always have to be serialized".
Sequential seeds produce correlated random streams
Seeding N RNG instances with baseSeed + i gives N similar streams — patrol paths line up, spawn jitter clumps, loot rolls cluster. Hash the index before seeding:
// Wrong — N correlated streams
for (int i = 0; i < N; i++) rngs[i] = new System.Random(baseSeed + i);
// Correct — hash decorrelates adjacent seeds
for (int i = 0; i < N; i++)
rngs[i] = new System.Random((int)((uint)baseSeed * 2654435761u ^ (uint)i));
Unity.Mathematics.Random.CreateFromIndex(i) applies this internally and is preferred when the math package is available. Source: Dots101/Entities101/Assets/HelloCube/3. Prefabs/SpawnSystem.cs:37-39 and its comment.
Logging fires in release builds by default
Debug.Log is not stripped in Player builds; only methods marked [Conditional("UNITY_EDITOR")] (such as Debug.DrawLine) have their arguments elided at the call site. That means a log line with interpolation or helper calls runs every frame in shipped games:
// Wrong — GetPlayerInfo() and string interpolation execute in release
Debug.Log($"Player {GetPlayerInfo()} at {Time.time}");
// Better — guard the whole expression
if (Debug.isDebugBuild) Debug.Log($"Player {GetPlayerInfo()} at {Time.time}");
The same principle as the "possibility write" rule above — the runtime pays for the possibility of work, not only for the work.
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: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).
- Do not recommend large refactors without a meaningful hotspot.
- Do not replace simple code with unreadable “optimized” code unless the hot path is real.
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它属于哪个仓库
SkillsForUnity/unity-skills~/skills/performance/SKILL.md