unity-mobile

Unity Mobile Optimization

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Install skill "unity-mobile" with this command: npx skills add creator-hian/claude-code-plugins/creator-hian-claude-code-plugins-unity-mobile

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

Reference Documentation

Mobile Platform Optimization

Platform-specific optimization:

  • IL2CPP build configuration and stripping

  • Touch input handling patterns

  • Memory budgets and thermal management

Best Practices

  • Profile on device: Not just Unity Editor

  • Minimize allocations: Reduce GC pressure

  • Touch-friendly UI: 44pt minimum touch target

  • Handle pause: OnApplicationPause lifecycle

  • Test on low-end: Target lowest common denominator

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