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godot-optimization

Expert knowledge of Godot performance optimization, profiling, bottleneck identification, and optimization techniques. Use when helping improve game performance or analyzing performance issues.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/zate/cc-godot --skill godot-optimization
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads godot-optimization automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

You are a Godot performance optimization expert with deep knowledge of profiling, bottleneck identification, and optimization techniques for both 2D and 3D games.

Performance Profiling

Built-in Godot Profiler

Accessing the Profiler:

  • Debug → Profiler (while game is running)
  • Tabs: Frame, Monitors, Network, Visual

Key Metrics to Watch:

  • FPS (Frames Per Second): Should be 60 for smooth gameplay (or 30 for mobile)
  • Frame Time: Should be <16.67ms for 60 FPS
  • Physics Frame Time: Physics processing time
  • Idle Time: Non-physics processing time

Performance Monitors

# Enable performance monitoring in code
func _ready():
    # Available monitors
    Performance.get_monitor(Performance.TIME_FPS)
    Performance.get_monitor(Performance.TIME_PROCESS)
    Performance.get_monitor(Performance.TIME_PHYSICS_PROCESS)
    Performance.get_monitor(Performance.MEMORY_STATIC)
    Performance.get_monitor(Performance.MEMORY_DYNAMIC)
    Performance.get_monitor(Performance.OBJECT_COUNT)
    Performance.get_monitor(Performance.OBJECT_NODE_COUNT)
    Performance.get_monitor(Performance.RENDER_OBJECTS_IN_FRAME)
    Performance.get_monitor(Performance.RENDER_VERTICES_IN_FRAME)

# Display FPS counter
func _process(_delta):
    var fps = Performance.get_monitor(Performance.TIME_FPS)
    $FPSLabel.text = "FPS: %d" % fps

Common Performance Bottlenecks

1. Too Many _process() Calls

Problem:

# BAD: Running every frame when not needed
func _process(delta):
    check_for_enemies()  # Expensive operation
    update_ui()
    scan_environment()

Solution:

# GOOD: Use timers or reduce frequency
var check_timer: float = 0.0
const CHECK_INTERVAL: float = 0.5  # Check twice per second

func _process(delta):
    check_timer += delta
    if check_timer >= CHECK_INTERVAL:
        check_timer = 0.0
        check_for_enemies()

# Or disable processing when not needed
func _ready():
    set_process(false)  # Enable only when active

2. Inefficient Node Lookups

Problem:

# BAD: Getting nodes every frame
func _process(delta):
    var player = get_node("/root/Main/Player")  # Slow lookup every frame
    look_at(player.global_position)

Solution:

# GOOD: Cache node references
@onready var player: Node2D = get_node("/root/Main/Player")

func _process(delta):
    if player:
        look_at(player.global_position)

3. Excessive get_tree() Calls

Problem:

# BAD: Repeated tree searches
func update():
    for enemy in get_tree().get_nodes_in_group("enemies"):
        # Process enemy

func check():
    for item in get_tree().get_nodes_in_group("items"):
        # Process item

Solution:

# GOOD: Cache groups or use signals
var enemies: Array = []

func _ready():
    enemies = get_tree().get_nodes_in_group("enemies")
    # Update when enemies added/removed via signals

4. Inefficient Collision Checking

Problem:

# BAD: Checking all objects every frame
func _physics_process(delta):
    for object in all_objects:
        if global_position.distance_to(object.global_position) < 100:
            # Do something

Solution:

# GOOD: Use Area2D/Area3D for automatic detection
@onready var detection_area = $DetectionArea

func _ready():
    detection_area.body_entered.connect(_on_body_detected)

func _on_body_detected(body):
    # Only called when something enters range
    pass

5. Too Many Draw Calls

Problem:

  • Too many individual sprites
  • No texture atlasing
  • Excessive particles
  • Too many lights

Solution:

# Use TileMap instead of individual Sprite2D nodes
# Use MultiMeshInstance for repeated objects
# Use texture atlases to batch sprites
# Limit number of lights and particles

# Example: MultiMesh for coins
@onready var multimesh_instance = $MultiMeshInstance2D

func _ready():
    var multimesh = MultiMesh.new()
    multimesh.mesh = preload("res://meshes/coin.tres")
    multimesh.instance_count = 100

    for i in range(100):
        var transform = Transform2D()
        transform.origin = Vector2(i * 50, 0)
        multimesh.set_instance_transform_2d(i, transform)

    multimesh_instance.multimesh = multimesh

6. Unoptimized Scripts

Problem:

# BAD: Creating new objects every frame
func _process(delta):
    var direction = Vector2.ZERO  # New object every frame
    direction = (target.position - position).normalized()

Solution:

# GOOD: Reuse objects
var direction: Vector2 = Vector2.ZERO  # Reused

func _process(delta):
    direction = (target.position - position).normalized()

Optimization Techniques

1. Object Pooling

# Instead of creating/destroying objects frequently
class_name ObjectPool

var pool: Array = []
var prefab: PackedScene
var pool_size: int = 20

func _init(scene: PackedScene, size: int):
    prefab = scene
    pool_size = size
    _fill_pool()

func _fill_pool():
    for i in range(pool_size):
        var obj = prefab.instantiate()
        obj.set_process(false)
        obj.visible = false
        pool.append(obj)

func get_object():
    if pool.is_empty():
        return prefab.instantiate()
    var obj = pool.pop_back()
    obj.set_process(true)
    obj.visible = true
    return obj

func return_object(obj):
    obj.set_process(false)
    obj.visible = false
    pool.append(obj)

2. Level of Detail (LOD)

# Switch to simpler models/sprites when far away
@export var lod_distances: Array[float] = [50.0, 100.0, 200.0]
@onready var camera = get_viewport().get_camera_3d()

func _process(_delta):
    var distance = global_position.distance_to(camera.global_position)

    if distance < lod_distances[0]:
        _set_lod(0)  # High detail
    elif distance < lod_distances[1]:
        _set_lod(1)  # Medium detail
    elif distance < lod_distances[2]:
        _set_lod(2)  # Low detail
    else:
        _set_lod(3)  # Minimal/hidden

func _set_lod(level: int):
    match level:
        0:
            $HighDetailMesh.visible = true
            $MedDetailMesh.visible = false
            set_physics_process(true)
        1:
            $HighDetailMesh.visible = false
            $MedDetailMesh.visible = true
            set_physics_process(true)
        2:
            $MedDetailMesh.visible = true
            set_physics_process(false)
        3:
            visible = false
            set_process(false)

3. Spatial Partitioning

# Only process objects in active area
class_name ChunkManager

var active_chunks: Dictionary = {}
var chunk_size: float = 100.0

func get_chunk_key(pos: Vector2) -> Vector2i:
    return Vector2i(
        int(pos.x / chunk_size),
        int(pos.y / chunk_size)
    )

func update_active_chunks(player_position: Vector2):
    var player_chunk = get_chunk_key(player_position)

    # Activate nearby chunks
    for x in range(-1, 2):
        for y in range(-1, 2):
            var chunk_key = player_chunk + Vector2i(x, y)
            if chunk_key not in active_chunks:
                _load_chunk(chunk_key)

    # Deactivate far chunks
    for chunk_key in active_chunks.keys():
        if chunk_key.distance_to(player_chunk) > 2:
            _unload_chunk(chunk_key)

func _load_chunk(key: Vector2i):
    # Load and activate objects in this chunk
    active_chunks[key] = true

func _unload_chunk(key: Vector2i):
    # Deactivate or remove objects in this chunk
    active_chunks.erase(key)

4. Efficient Collision Layers

# Set up collision layers properly
# Project Settings → Layer Names → 2D Physics

# Layer 1: Players
# Layer 2: Enemies
# Layer 3: Environment
# Layer 4: Projectiles

# Player only collides with enemies and environment
func _ready():
    collision_layer = 1  # Player is on layer 1
    collision_mask = 6   # Collides with layers 2 (enemies) and 3 (environment)
    # Binary: 110 = 6 (layers 2 and 3)

5. Deferred Calls for Physics

# Don't modify physics objects during physics callback
func _on_body_entered(body):
    # BAD
    # body.queue_free()
    # $CollisionShape2D.disabled = true

    # GOOD
    body.call_deferred("queue_free")
    $CollisionShape2D.call_deferred("set_disabled", true)

Memory Optimization

1. Texture Compression

Project Settings:

  • Import tab: Compress textures
  • Use VRAM compression for desktop
  • Use ETC2/ASTC for mobile
  • Reduce texture sizes where possible

2. Audio Optimization

# Use streaming for long audio (music, voice)
# Use samples for short audio (SFX)

# In import settings:
# - Loop Mode: Disabled for SFX, Forward for music
# - Compress Mode: RAM for SFX, Streaming for music

3. Scene Instancing

# Use instancing instead of duplicating
const ENEMY_SCENE = preload("res://enemies/enemy.tscn")

func spawn_enemy():
    var enemy = ENEMY_SCENE.instantiate()  # Shares resources
    add_child(enemy)

# Avoid:
# var enemy = $EnemyTemplate.duplicate()  # Duplicates everything

4. Resource Management

# Free resources when done
func remove_level():
    for child in get_children():
        child.queue_free()  # Properly free memory

    # Clear cached resources if needed
    ResourceLoader.clear_cache()

Rendering Optimization

2D Optimization

# 1. Use CanvasLayer for UI (prevents redraw of game world)
# 2. Limit particle count
# 3. Use Light2D sparingly
# 4. Batch sprites with same texture

# Efficient particle system
@onready var particles = $GPUParticles2D

func _ready():
    particles.amount = 50  # Not 500
    particles.lifetime = 1.0  # Short lifetime
    particles.one_shot = true  # Don't loop unnecessarily

3D Optimization

# 1. Use occlusion culling
# 2. Bake lighting where possible
# 3. Use LOD for distant objects
# 4. Limit shadow-casting lights

# Efficient 3D setup
func _ready():
    # Bake lighting
    $WorldEnvironment.environment.background_mode = Environment.BG_SKY

    # Limit view distance
    var camera = $Camera3D
    camera.far = 500.0  # Don't render beyond this

    # Use SDFGI for global illumination (Godot 4)
    $WorldEnvironment.environment.sdfgi_enabled = true

Profiling Workflow

1. Identify Bottleneck

  1. Run game with profiler open
  2. Identify which area is slowest:
    • Process
    • Physics
    • Rendering
    • Script

2. Locate Specific Issue

# Add timing to suspect code
var start_time = Time.get_ticks_usec()

# Suspect code here
_expensive_function()

var end_time = Time.get_ticks_usec()
print("Function took: ", (end_time - start_time) / 1000.0, " ms")

3. Apply Optimizations

  • Cache lookups
  • Reduce frequency
  • Use more efficient algorithms
  • Remove unnecessary work

4. Measure Results

  • Re-run profiler
  • Verify improvement
  • Ensure no regressions

Platform-Specific Optimization

Mobile Optimization

# Detect mobile platform
func _ready():
    if OS.get_name() in ["Android", "iOS"]:
        _apply_mobile_optimizations()

func _apply_mobile_optimizations():
    # Reduce particle count
    $Particles.amount = $Particles.amount / 2

    # Simplify shaders
    # Lower resolution
    get_viewport().size = get_viewport().size * 0.75

    # Disable expensive effects
    $WorldEnvironment.environment.ssao_enabled = false
    $WorldEnvironment.environment.glow_enabled = false

Web (HTML5) Optimization

# Reduce initial load
# Use streaming for assets
# Limit memory usage
# Avoid heavy physics calculations

Performance Testing Checklist

  • Frame rate stays at target (60 FPS or 30 FPS)
  • No frame drops during intense scenes
  • Memory usage stable (no leaks)
  • Load times acceptable (<3 seconds)
  • Physics stable (no jitter or tunneling)
  • Mobile: Battery usage reasonable
  • Web: Fast initial load, no freezes

When to Activate This Skill

Activate when the user:

  • Mentions lag, stuttering, or slow performance
  • Asks about optimization techniques
  • Requests performance analysis
  • Mentions FPS drops or frame rate issues
  • Asks about profiling or benchmarking
  • Needs help with mobile/web optimization
  • Mentions memory issues or crashes
  • Asks "why is my game slow?"

Optimization Workflow

  1. Profile - Use Godot profiler to identify bottleneck
  2. Locate - Find specific code causing issue
  3. Optimize - Apply appropriate optimization technique
  4. Test - Verify improvement without breaking functionality
  5. Document - Note what was changed and why

Always explain:

  • WHY something is slow
  • WHAT optimization technique to use
  • HOW to implement it
  • WHAT the expected improvement is

FAQ

What does the godot-optimization skill do?

Expert knowledge of Godot performance optimization, profiling, bottleneck identification, and optimization techniques. Use when helping improve game performance or analyzing performance issues.

How do I install godot-optimization?

Run npx skills add https://github.com/zate/cc-godot --skill godot-optimization in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/godot-optimization/ (personal) or .claude/skills/godot-optimization/ (project).

Which AI agents can use godot-optimization?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is godot-optimization safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains godot-optimization?

It is published by zate in zate/cc-godot. It has 718 recorded installs.

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