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testland/game-perf-profiling

Profiles game builds against frame-time, memory, GPU draw-call, and GC-spike budgets using Unity Profiler + Profile Analyzer + Performance Testing package and Unreal Insights + stat commands. Establishes pass/fail thresholds (16.6 ms at 60 fps, 33.3 ms at 30 fps), writes automated performance regression tests that run in CI, and emits a structured budget report per SKU. Use when a title must hit a declared frame-time or memory budget before a milestone gate or platform-cert submission, or when a recent change needs a performance regression check.

74

Quality

93%

Does it follow best practices?

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SecuritybySnyk

Passed

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Overview
Quality
Evals
Security
Files

Quality

Content

85%

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A well-structured, highly actionable skill body with a clear sequenced workflow, explicit CI validation gates, and clean one-level-deep references. Its only real weakness is conciseness: time-sensitive version pins live in the main flow instead of a version-notes or deprecated section.

Suggestions

Move time-sensitive version pins (e.g., '3.0.3' and the @3.0 / @1.2 URL segments) into a dedicated 'Version notes' or pinned-versions section, or strip them to version-agnostic docs links, to avoid the version-number conciseness penalty.

Consolidate the small spine/reference repetition — 'spikes hide in averages and cause cert failures' appears in both the Overview and the Anti-patterns table, and 'disable VSync' appears in both Step 3 and Step 7 — into a single location.

Consider folding the per-parameter explanations of WarmupCount/MeasurementCount/IterationsPerMeasurement into the unity-profiler.md reference, keeping only the call-site code in the spine.

DimensionReasoningScore

Conciseness

The body is largely lean and assumes Claude's competence, but it embeds time-sensitive version numbers in the main flow — 'com.unity.test-framework.performance': '3.0.3' and the @3.0 / @1.2 URL segments — which the rubric penalizes unless they sit in a deprecated/version-notes section; this is 'mostly efficient but could be tightened', not the verbose score-1 case.

2 / 3

Actionability

Fully executable, copy-paste-ready guidance: complete C# Measure.Method / Measure.Frames / GC.Alloc blocks, the 'unity -batchmode -runTests ...' CI command, stat-command and ProfileGPU tables, and a concrete budget-report template.

3 / 3

Workflow Clarity

A clearly sequenced 7-step process (Unity capture → analyze → automated tests; Unreal stat triage → Insights; GPU budgets; CI gate) with explicit validation checkpoints — 'fail the build if any PerformanceMeasurement sample set has a median or p99 exceeding the declared threshold' and 'A FAIL on p99 triggers a regression investigation'.

3 / 3

Progressive Disclosure

A concise spine with an Overview, seven steps, template, anti-patterns, and limitations, deferring module detail to two clearly signaled, one-level-deep references (references/unity-profiler.md, references/unreal-insights.md) that contain real content rather than further redirects and explicitly note 'Cited once here rather than repeated in the spine'.

3 / 3

Total

11

/

12

Passed

Description

100%

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A strong, third-person description that names concrete capabilities, gives an explicit natural-language trigger, and occupies a distinct niche. It is dense but every clause is load-bearing rather than padded.

DimensionReasoningScore

Specificity

Lists multiple concrete actions with specifics — 'Profiles game builds against frame-time, memory, GPU draw-call, and GC-spike budgets', 'Establishes pass/fail thresholds (16.6 ms at 60 fps, 33.3 ms at 30 fps)', 'writes automated performance regression tests that run in CI', 'emits a structured budget report per SKU' — exceeding the multi-action anchor.

3 / 3

Completeness

Clearly answers both 'what' (profiles, establishes thresholds, writes CI tests, emits report) and 'when' via an explicit 'Use when...' trigger clause, so it is not capped at 2 for a missing trigger.

3 / 3

Trigger Term Quality

The 'Use when a title must hit a declared frame-time or memory budget before a milestone gate or platform-cert submission, or when a recent change needs a performance regression check' clause uses natural domain terms a game-dev/QA user would actually say (frame-time budget, milestone gate, platform-cert submission, regression check).

3 / 3

Distinctiveness Conflict Risk

A clear, narrow niche — game performance budget profiling tied to milestone gates / platform-cert submission — with distinct triggers unlikely to collide with other skills.

3 / 3

Total

12

/

12

Passed

Validation

93%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation15 / 16 Passed

Validation for skill structure

CriteriaDescriptionResult

metadata_version

'metadata.version' is missing

Warning

Total

15

/

16

Passed

Reviewed

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