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 build

SKILL.md

GitHub

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

  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