Loli Profiler is a memory instrumentation tool for Android app and game developers. It supports CI and AI, helping developers optimize memory usage and performance. Works with Unreal Engine 4 and Unity Engine, reducing memory leaks and improving app stability.
git clone https://github.com/Tencent/loli_profiler.gitdocs/QUICK_START.md
1. **Set Up Loli Profiler**: Integrate Loli Profiler into your CI pipeline. For Unity, use the Unity Package Manager. For Unreal Engine, add the plugin via the Editor. 2. **Define Profiling Scenarios**: Identify critical game scenes or app actions that need optimization. Focus on areas with high memory usage or frequent crashes. 3. **Run Profiler and Analyze**: Execute the profiler during the defined scenarios. Use the Loli Profiler dashboard to identify memory leaks, inefficiencies, and performance bottlenecks. 4. **Implement Optimizations**: Follow the profiler's recommendations. Use the engine's documentation and community forums for specific implementation details. 5. **Test and Iterate**: After implementing changes, rerun the profiler to verify improvements. Iterate on optimizations until memory usage and performance meet targets.
Automate memory leak detection in Android applications during CI/CD processes.
Profile memory usage in real-time while developing complex games using Unreal Engine 4.
Generate AI-based reports on memory growth to identify optimization opportunities.
Attach the profiler to running applications for immediate memory analysis.
No install command available. Check the GitHub repository for manual installation instructions.
git clone https://github.com/Tencent/loli_profilerCopy the install command above and run it in your terminal.
Launch Claude Code, Cursor, or your preferred AI coding agent.
Use the prompt template or examples below to test the skill.
Adapt the skill to your specific use case and workflow.
Profile the memory usage of [APP_NAME] during [SPECIFIC_GAME_SCENE_OR_APP_ACTION]. Identify the top 3 memory leaks or inefficiencies. Suggest optimizations for each, including code changes and engine settings adjustments in [UNITY_OR_UNREAL_ENGINE]. Provide a step-by-step implementation plan for the development team.
After profiling "AdventureQuest" during the level transition from "Forest Temple" to "Dragon's Lair", the following memory issues were identified: 1. **Texture Cache Bloat**: The game loads all textures for both levels simultaneously, causing a 250MB spike. Recommend implementing a texture streaming system that unloads unused textures. In Unity, use `Resources.UnloadUnusedAssets()` and implement `AssetBundles` for better control. 2. **Object Pooling Inefficiency**: The game spawns and destroys 500+ enemy objects per level, causing frequent garbage collection. Implement object pooling for enemies and projectiles. In Unreal Engine, use `UObjectPool` and `UObjectPoolSubsystem` for efficient recycling. 3. **Shader Compilation Overhead**: Shaders are recompiled on level load, adding 1.2 seconds of load time. Precompile shaders during the build process. In Unity, enable "Precompile Shaders" in Player Settings. In Unreal, use the `ShaderCompilationWorker` for background compilation. **Implementation Plan**: - Week 1: Refactor texture loading system. - Week 2: Implement object pooling for enemies and projectiles. - Week 3: Precompile shaders and optimize build settings.
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