Claude-skill-registry godot-optimization
Expert knowledge of Godot performance optimization, profiling, bottleneck identification, and optimization techniques. Use when helping improve game performance or analyzing performance issues.
install
source · Clone the upstream repo
git clone https://github.com/majiayu000/claude-skill-registry
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/majiayu000/claude-skill-registry "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/data/godot-optimization" ~/.claude/skills/majiayu000-claude-skill-registry-godot-optimization && rm -rf "$T"
manifest:
skills/data/godot-optimization/SKILL.mdsource content
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
- Run game with profiler open
- 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
- Profile - Use Godot profiler to identify bottleneck
- Locate - Find specific code causing issue
- Optimize - Apply appropriate optimization technique
- Test - Verify improvement without breaking functionality
- 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