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Practical Unity performance, asset, and Unity 6 migration guides — duplicate Addressables, GC spikes, deprecated APIs, and how to fix them.

Looking for a specific finding instead? The rules reference has a page per diagnostic — what triggers it, what it costs, and how to fix it.

An AI Agent Told Me Textures Were My Problem. Then It Called a Real Scanner and Took It Back.

We pointed two different AI agents — Claude Code and OpenAI's Codex — at the same Unity project. Without a deterministic tool, the first one read the .meta files and confidently told us 8K textures were eating hundreds of MB and that halving them was free performance. Every part of that was wrong. Then we connected PerfLint over Unity's CLI, asked again, and it retracted its own diagnosis. Then we tried the harder case — a project that doesn't compile at all — and the agent did something our own one-click button can't: it checked the assumption the button makes before letting it run.

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Unity's MCP Server Is Now Free. It Gives Your AI Agent Eyes and Hands — Not Judgment

Unity dropped the subscription and concurrency limits on its MCP server, so any agent — Claude Code, Cursor — can now read your scene and edit your project directly. That solves the context problem. It does nothing for the judgment problem: an LLM optimizing your project still guesses, and a plausible guess that rewrites 157 files is a faster way to be wrong. Here's what MCP changes, the piece it leaves open — and how PerfLint now plugs into MCP so your agent can call a deterministic scan instead of guessing.

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Unity Has a CLI Now — Here's a One-Command Performance Audit (and Safe Auto-Fix) for Your Project

Unity shipped a real command-line tool, and with the Pipeline package it can drive the editor from your terminal. Here's what that unlocks for project health: `unity command perflint_fix` runs a deterministic performance/asset audit against your open editor and applies the safe fixes — no editor path, no -batchmode, no boilerplate. Plus a headless gate that fails CI on a regression. With real output from Viking Village on Unity 6.

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The Confident Wrong Answer to Unity Mesh Memory: It's Static Batching, Not Read/Write

Unity's official 3D Game Kit sample spends 1.19 GB on meshes. The textbook fix — disable Read/Write Enabled — is the first thing everyone reaches for, including us. We turned it off on all 238 models, rebuilt, and measured: the number barely moved. Here's what actually held the memory, the one setting that reclaimed 1.23 GB of memory and ~600 MB of build size with the frame time unchanged, and why a plausible answer and a verified one are not the same thing.

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One Click Cut Viking Village's Texture Memory by 200 MB — Unity's Mipmap Streaming, Actually Used

Mipmap Streaming has shipped in Unity since 2018.2, yet almost nobody turns it on: the switch lives in two places, SRP has no debug view for it, and everyone fears blurry textures. We enabled it on Unity's Viking Village demo in one click and watched texture memory drop 0.77 GB → 0.57 GB with no visible quality loss. Here's the whole process, with the Profiler receipts.

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