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
93%
Does it follow best practices?
Run evals on this skill
Adds up to 20 points to the overall score
View guide
Passed
No findings from the security scan
Supporting detail for game-perf-profiling Step 1 (capture) and Step 2 (compare). Cited once here rather than repeated in the spine.
The Unity Profiler collects CPU, GPU, and memory data in the Editor or from a
connected target device
(docs.unity3d.com/Manual/Profiler.html).
Open it via Window > Analysis > Profiler (Ctrl+7).
Key modules to enable for a frame-time pass:
For standalone builds, use Deep Profiling or custom ProfilerMarker
instrumentation to capture application-specific events without the full
overhead of deep profiling.
Save the capture as a .data file (Profiler toolbar > Save). Retain it
alongside any Profile Analyzer .pdata export: the .pdata file does not
embed the original profile frames
(docs.unity3d.com/Packages/com.unity.performance.profile-analyzer@1.2/manual/index.html).
Profile Analyzer (package com.unity.performance.profile-analyzer, Unity
2020.3+, install via Package Manager) aggregates and visualizes frame and
marker data from a set of Profiler frames, enabling side-by-side comparison of
two captures that the standard Profiler does not support. Open it via
Window > Analysis > Profile Analyzer. The Analyzer navigates to matching
markers in the Profiler when you click a marker entry; make a selection in the
Profiler beforehand for navigation to work.