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Category: Development & EngineeringNo API key required

unity-profiler

Performance profiling. Use when users want to get FPS, memory usage, or performance statistics. Triggers: profiler, performance, FPS, memory, stats, benchmark, Unity性能, Unity帧率, Unity内存.

personAuthor: jakexiaohubgithub

Profiler Skills

Get performance statistics.

Operating Mode

  • Approval / Auto / Bypass: 所有 skill 直接执行。本模块全部ReadOnly = true, Mode = SkillMode.SemiAuto,三档模式下都不需要 grant。
  • 本模块不含 Delete / PlayMode / Reload / RiskLevel=high 类 skill —— 没有 IsForbiddenInSemi 拦截。
  • 注:本组 skill 仅做"瞬时快照"读取,不是 Profiler 录制控制;持续采样请用 Unity Profiler 窗口。

DO NOT (common hallucinations):

  • profiler_start / profiler_stop do not exist → profiler skills are read-only snapshots, not recording controls
  • profiler_record does not exist → use Unity Profiler window for recording
  • profiler_analyze / profiler_get_fps do not exist → use profiler_get_stats (FPS, batches, draw calls) or profiler_get_memory (heap sizes)

Routing:

  • For scene performance hints → use perception module's scene_performance_hints
  • For memory info → debug_get_memory_info (debug module) or profiler_get_memory (this module)
  • For optimization suggestions → use optimization module

Skills

profiler_get_stats

Get performance statistics (FPS, Memory, Batches). Parameters: None.

Returns:

{
  "fps": 60.0,
  "triangles": 1500,
  "batches": 12,
  "memory": { "totalAllocatedMB": 256.5, ... }
}

profiler_get_memory

Get memory usage overview (total allocated, reserved, mono heap). Parameters: None.

Returns: { success, totalAllocatedMB, totalReservedMB, unusedReservedMB, monoHeapMB, monoUsedMB }

profiler_get_runtime_memory

Get top N objects by runtime memory usage in the scene.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | limit | int | No | 20 | Maximum number of objects to return |

Returns: { success, totalTrackedMB, showing, objects: [{ name, type, sizeKB }] }

profiler_get_texture_memory

Get memory usage of all loaded textures.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | limit | int | No | 50 | Maximum number of textures to return |

Returns: { success, totalCount, totalMB, topTextures: [{ name, type, sizeKB, width, height }] }

profiler_get_mesh_memory

Get memory usage of all loaded meshes.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | limit | int | No | 50 | Maximum number of meshes to return |

Returns: { success, totalCount, totalMB, topMeshes: [{ name, sizeKB, vertices, triangles }] }

profiler_get_material_memory

Get memory usage of all loaded materials.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | limit | int | No | 50 | Maximum number of materials to return |

Returns: { success, totalCount, totalMB, topMaterials: [{ name, shader, sizeKB }] }

profiler_get_audio_memory

Get memory usage of all loaded AudioClips.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | limit | int | No | 50 | Maximum number of clips to return |

Returns: { success, totalCount, totalMB, topClips: [{ name, sizeKB, length, channels, frequency }] }

profiler_get_object_count

Count all loaded objects grouped by type.

| Parameter | Type | Required | Default | Description | |-----------|------|----------|---------|-------------| | topN | int | No | 20 | Number of top types to return |

Returns: { success, totalObjects, topTypes: [{ type, count }] }

profiler_get_rendering_stats

Get rendering statistics (batches, triangles, vertices, etc.). Parameters: None.

Returns: { success, frameTime, renderTime, triangles, vertices, batches, setPassCalls, drawCalls, dynamicBatchedDrawCalls, staticBatchedDrawCalls, instancedBatchedDrawCalls, shadowCasters }

profiler_get_asset_bundle_stats

Get information about all loaded AssetBundles. Parameters: None.

Returns: { success, count, bundles: [{ name, isStreamedSceneAssetBundle }] }

Exact Signatures

Exact names, parameters, defaults, and returns are defined by GET /skills/schema or unity_skills.get_skill_schema(), not by this file.