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Found 5 Skills
Analyze Android, Linux, and Chromium Perfetto traces with local trace_processor_shell evidence. Use for startup, scrolling or jank, input latency, ANR, CPU scheduling, memory or GC, Binder or IO, GPU or SurfaceFlinger, power or thermal, rendering-pipeline identification, trace capture guidance, scene reconstruction, and single- or multi-trace performance comparison.
Keep web animations inside the frame budget — animate composite-only properties, keep motion off the main thread when the page is busy, and find the cause when an animation drops frames. Covers the layout/paint/composite pipeline, cheaper property swaps, CSS vs WAAPI vs requestAnimationFrame, Framer Motion's hardware-accelerated path, React re-rendering per frame, inherited CSS variable recalculation, blur cost, and when `will-change` actually helps. Use when an animation is janky, choppy, stutters, or drops frames; when choosing which property to animate; when deciding between CSS and JS animation on performance grounds; or when reaching for `will-change` or GPU layers. For choosing easing, duration, or whether to animate at all use animate; for reviewing motion as a whole use review-animations.
Specializes in analyzing Lynx trace data to diagnose performance issues and provide actionable optimization strategies. Key Scenarios: - Loading Performance: Diagnosing slow startup metrics (FCP, FMP, TTI) and white screen issues. - Smoothness Analysis: Investigating root causes for scroll jank, frame drops, and interaction lag. - Regression Detection: Comparing traces to identify performance degradation or verify optimization gains between versions. - Pipeline Deep Dive: Pinpointing bottlenecks in specific rendering stages like Layout, Paint, JS execution, and background threads. - Native Module Analysis: Investigating performance issues related to native module calls.
3D game development principles. Rendering, shaders, physics, cameras.
Unity shaders, materials, and rendering pipelines (URP/HDRP/Built-in). PROACTIVELY activate for: (1) writing shaders in Shader Graph, HLSL, or ShaderLab, (2) URP and HDRP shader authoring, (3) custom render pipeline work (SRP), (4) lighting setup (baked vs realtime, lightmaps, Global Illumination), (5) post-processing stacks, (6) reflection probes and light probes, (7) custom render features and full-screen passes, (8) shader stripping and variant management, (9) compute shaders, (10) ray tracing in HDRP. Provides: Shader Graph templates, HLSL snippets, URP/HDRP differences, lighting setup recipes, render-feature examples, and shader-variant guidance.