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Mobile

skill-xeldaralz-everything-claude-unity-mobile · by XeldarAlz

Mobile optimization — tile-based GPU, ASTC textures, draw call budget (<100), thermal throttling, battery, touch input, safe areas, App Store guidelines.

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Install

$ agentstack add skill-xeldaralz-everything-claude-unity-mobile

✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

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About

Mobile Optimization

GPU Architecture

Mobile GPUs use tile-based rendering (TBDR). Key implications:

  • Overdraw is expensive — minimize transparent layers
  • Alpha-tested geometry is costly (breaks early-Z)
  • Keep fragment shader complexity low
  • Avoid full-screen post-processing when possible

Performance Budgets

| Metric | Low-End | Mid-Range | High-End | |--------|---------|-----------|----------| | Draw calls | WarningLevel.NoWarning) { // Reduce quality: lower resolution, reduce particles, cap framerate QualitySettings.resolutionScalingFixedDPIFactor = 0.75f; } }


- Target 30fps for casual games (saves battery)
- Offer 60fps as opt-in option
- Reduce GPU load when battery  threshold in one direction
- Pinch: two-finger distance change
- Long press: hold > 0.5s
- Drag: press + move

## Safe Area

```csharp
private void ApplySafeArea()
{
    Rect safeArea = Screen.safeArea;
    Vector2 anchorMin = safeArea.position;
    Vector2 anchorMax = safeArea.position + safeArea.size;

    anchorMin.x /= Screen.width;
    anchorMin.y /= Screen.height;
    anchorMax.x /= Screen.width;
    anchorMax.y /= Screen.height;

    RectTransform rect = GetComponent();
    rect.anchorMin = anchorMin;
    rect.anchorMax = anchorMax;
}

Apply to the root UI panel to respect notches and rounded corners.

Audio Compression

| Type | Format | Quality | Load Type | |------|--------|---------|-----------| | Music | Vorbis | 40-60% | Streaming | | SFX (short) | ADPCM | — | Decompress On Load | | SFX (long) | Vorbis | 70% | Compressed In Memory | | UI clicks | PCM | — | Decompress On Load |

Build Size

  • Strip unused code (IL2CPP stripping: High)
  • Compress textures aggressively
  • Use Addressables for optional/DLC content
  • Remove unused packages from manifest
  • Target < 100MB for initial download (App Store recommendation)

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

Reviews

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Versions

  • v0.1.0 Imported from the upstream source.