A while ago I shared my Unity agent team repo here, and I've been using it in my daily work ever since. Last weekend I added two new agents focused purely on performance: a Unity Performance Reviewer and a Unity Profiler Analyst.
And already yesterday, I got the first big win. On the very first try, the Profiler Analyst identified a real memory regression in our live game just by reading a Memory Profiler snapshot. The kind of issue that can easily slip past a normal code review but stands out immediately once something actually inspects what is resident in memory. I'll keep the specifics internal, but the takeaway was: a meaningful production-shape issue affecting scalability, found on input capture #1, on a codebase the agent had zero prior context on.
What each of the two agents does:
• Performance Reviewer reviews diffs through a pure runtime-cost lens: allocations in hot paths, GC pressure, draw-call growth, Canvas rebuilds, shader variant explosion, mobile frame budgets. It complements the generic code reviewer: that one cares about correctness, this one only asks "what will this cost at 60 FPS on a cheap device?"
• Profiler Analyst doesn't touch code at all. It ingests Profiler / Profile Analyzer / Memory Profiler / Frame Debugger captures and returns a ranked, quantified optimization plan.
That said, a grain of salt: one good catch isn't a pattern yet. Profile first, then optimize (if needed), even when the agent sounds very confident 🙃
Drop a 🔥 if you want more examples of how I use these at work.
https://github.com/AlexMerzlikin/unity-agent-team
#ai #agent #performance #unity

GitHub
GitHub - AlexMerzlikin/unity-agent-team: A focused slice of The Agency, purpose-built for Unity game development
A focused slice of The Agency, purpose-built for Unity game development - AlexMerzlikin/unity-agent-team
29April 21, 2026 957 8 15