Game Performance Monitor Blueprint
Boost productivity using this game, engine, performance, monitor. Includes structured workflows, validation checks, and reusable patterns for statusline.
Game Performance Monitor Blueprint
Multi-engine game development statusline tracking FPS targets, asset complexity, memory usage, and build status across Unity, Unreal, and Godot.
When to Use This Setting
Apply this setting when you need to:
- Monitor game engine project health indicators directly in your Claude Code statusline during development
- Track asset count complexity, texture memory pressure, and build directory status across Unity, Unreal, and Godot
- Get immediate visual feedback on whether your project's resource footprint is within performance budgets Consider alternatives when:
- Your project is not a game engine project and the engine detection would always fall back to generic mode
- You already use engine-specific profiler panels and do not need a statusline-level summary
Quick Start
Configuration
name: game-performance-monitor-blueprint type: setting category: statusline
Example Application
claude setting:apply game-performance-monitor-blueprint
Example Output
Setting applied. Changes:
- statusLine.type: command
- statusLine.command: bash game-perf-monitor inline
- engine_detection: Unity, Unreal, Godot, Generic
- fps_target: 60fps default display
- complexity_tiers: Low(<1000), Med(1000-2000), High(>2000) assets
Core Concepts
Performance Monitoring Overview
| Aspect | Details |
|---|---|
| Engine Detection | Auto-identifies Unity (Assets+ProjectSettings), Unreal (*.uproject+Content), Godot (project.godot) |
| Asset Complexity | Counts non-meta files in Unity, .uasset in Unreal, .tscn scenes in Godot with tiered thresholds |
| Memory Pressure | Tracks texture files (.png, .jpg, .tga) and flags red/yellow/green based on count thresholds |
| Build Tracking | Detects Builds/Build/build directories and reports total size using du |
| FPS Target | Static 60fps target indicator as a baseline performance reference |
Engine Detection Architecture
+-------------------+ +---------------------+ +------------------+
| Directory Scanner |---->| Engine Identifier |---->| Asset Counter |
| Assets? Content? | | Unity/Unreal/Godot | | find + wc -l |
| project.godot? | | or Generic fallback | | per engine type |
+-------------------+ +---------------------+ +------------------+
| | |
v v v
+---------------+ +------------------+ +-----------------+
| Texture Scan | | Build Dir Check | | Tier Assignment |
| png/jpg/tga | | du -sh for size | | green/yellow/red|
+---------------+ +------------------+ +-----------------+
Configuration
| Parameter | Type | Default | Description |
|---|---|---|---|
| fps_target | integer | 60 | Target framerate displayed as a static reference indicator |
| unity_asset_high | integer | 2000 | Asset count threshold for red complexity in Unity projects |
| unity_texture_high | integer | 500 | Texture count threshold for red memory warning in Unity |
| unreal_asset_high | integer | 1000 | uasset count threshold for red complexity in Unreal projects |
| godot_scene_high | integer | 50 | Scene count threshold for red complexity in Godot projects |
Best Practices
- Adjust thresholds per project scale - A mobile game and an AAA PC title have vastly different acceptable asset counts. Override the default thresholds in your project-level Claude config so the red and yellow indicators trigger at levels meaningful for your target platform.
- Exclude generated assets from counts - Build artifacts, cached textures, and auto-generated files inflate the asset count without representing actual project complexity. Add exclusion patterns for directories like Library, Temp, and .import to keep the complexity reading accurate.
- Use build size tracking for release gating - The build directory size provides a quick pre-submission check. Set internal team thresholds for maximum build size per platform and extend the script to show a warning icon when the build exceeds your store submission limits.
- Combine with CI pipeline status - The statusline shows local build state but cannot detect remote CI failures. Consider pairing this setting with a CI status checker that polls your Jenkins or GitHub Actions pipeline to give complete build health visibility.
- Run engine detection once and cache - The directory scanning for engine type runs on every refresh. Since your engine type does not change during a session, cache the result in a temp file keyed to your project path and only re-scan when the directory changes.
Common Issues
- Engine always shows Generic - The detection relies on specific directory patterns: Assets+ProjectSettings for Unity, .uproject for Unreal, project.godot for Godot. Verify these files exist at your project root and that you launched Claude Code from the correct working directory.
- Build size shows as empty - The script checks for directories named Builds, Build, or build with exact casing. If your project uses a different build output path like dist or out, update the build directory detection list in the script.
- Asset counts seem too high - The find command includes all file types, not just source assets. Unity counts all non-.meta files in Assets which includes script files and documentation. Add file type filters to narrow the count to only art and content assets if you want a more focused reading.
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