计划执行与检查节点
executing-plans
按既定实施计划完成工作,保持过程检查和反馈。
unity-performance【效率与协作】Advise on Unity performance red flags
独立 GitHub 快照 · 自动分类 · 以原作者文档为准
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.
Use this skill for a high-signal review of likely Unity performance issues. Focus on red flags, not speculative micro-optimizations.
Update / LateUpdate / FixedUpdate loopsFind, GetComponent, Camera.main, or tag lookups in hot pathsInstantiate / Destroy suitable for poolingThree 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.
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".
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.
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(quot;Player {GetPlayerInfo()} at {Time.time}");
// Better — guard the whole expression
if (Debug.isDebugBuild) Debug.Log(quot;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.
Mode: Documentation only — no REST skills to gate; load freely under any operating mode (Approval / Auto / Bypass).