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unity-mobile

Optimize Unity games for mobile platforms with IL2CPP, platform-specific code, and memory management. Masters iOS/Android deployment, app size reduction, and battery optimization. Use for mobile builds, platform issues, or device-specific optimization.

$ インストール

git clone https://github.com/creator-hian/claude-code-plugins /tmp/claude-code-plugins && cp -r /tmp/claude-code-plugins/unity-plugin/skills/unity-mobile ~/.claude/skills/claude-code-plugins

// tip: Run this command in your terminal to install the skill


name: unity-mobile description: Optimize Unity games for mobile platforms with IL2CPP, platform-specific code, and memory management. Masters iOS/Android deployment, app size reduction, and battery optimization. Use for mobile builds, platform issues, or device-specific optimization. requires:

  • csharp-plugin:csharp-code-style

Unity Mobile Optimization

Overview

Mobile platform optimization for Unity focusing on iOS and Android performance, battery life, and deployment.

Foundation Required: unity-csharp-fundamentals (TryGetComponent, FindAnyObjectByType, null-safe coding)

Core Topics:

  • IL2CPP compilation and optimization
  • Memory management and profiling
  • Touch input and mobile UI
  • Battery life optimization
  • App size reduction
  • Platform-specific code

Quick Start

// Platform-specific code
#if UNITY_IOS
    // iOS-specific code
    Application.targetFrameRate = 60;
#elif UNITY_ANDROID
    // Android-specific code
    Application.targetFrameRate = 30;
#endif

// Touch input
if (Input.touchCount > 0)
{
    Touch touch = Input.GetTouch(0);
    if (touch.phase == TouchPhase.Began)
    {
        HandleTouch(touch.position);
    }
}

Platform Constraints

  • iOS: Metal rendering, App Store guidelines, 150MB initial download
  • Android: Vulkan/OpenGL ES, API level fragmentation, 150MB initial
  • Memory: 1-2GB low-end, 4-6GB high-end
  • Thermal: Throttling after 5-10 minutes

Optimization Checklist

  • ✅ Texture compression: ASTC (mobile), ETC2 (Android), PVRTC (iOS)
  • ✅ Audio compression: AAC (iOS), Vorbis (Android)
  • ✅ Reduce draw calls: <100 mobile, batching
  • ✅ IL2CPP optimization: Strip engine code, managed stripping
  • ✅ Battery: Lower target framerate, reduce update frequency

Best Practices

  1. Profile on device: Not just Unity Editor
  2. Minimize allocations: Reduce GC pressure
  3. Touch-friendly UI: 44pt minimum touch target
  4. Handle pause: OnApplicationPause lifecycle
  5. Test on low-end: Target lowest common denominator