●2.1.301 — Adds the vim % motion, LaTeX math rendering in the VS Code panel, and a retry-watchdog limit for usage-limit waits (10/15)●2.1.299 — Conversations over 200K tokens left idle about 54 minutes get compacted; MCP allow rules now match only the server they name●SONNET 4.5 — Retires on the Claude API on 11/30, 45 days left. Migrate to Sonnet 5.5●WINDOWS — Reports say hooks break silently only on Japanese-locale Windows; check the character encoding first●FAST MODE — Opus 5.5 fast mode is out of research preview and no longer needs the beta header (10/15)●NEW — I Put a Ten-Line Promise File at the To…●2.1.301 — Adds the vim % motion, LaTeX math rendering in the VS Code panel, and a retry-watchdog limit for usage-limit waits (10/15)●2.1.299 — Conversations over 200K tokens left idle about 54 minutes get compacted; MCP allow rules now match only the server they name●SONNET 4.5 — Retires on the Claude API on 11/30, 45 days left. Migrate to Sonnet 5.5●WINDOWS — Reports say hooks break silently only on Japanese-locale Windows; check the character encoding first●FAST MODE — Opus 5.5 fast mode is out of research preview and no longer needs the beta header (10/15)●NEW — I Put a Ten-Line Promise File at the To…
Advanced Unity development with Claude Code. Auto-generate custom shaders, build CI/CD pipelines, and implement performance profiling—with production-tested code.
I've shipped iOS and Android apps as an indie developer since 2014, most of them built in Unity, past 50 million cumulative downloads. This guide extends basic Claude Code usage into production-grade Unity development: automated shader generation, editor tool creation, GitHub Actions integration, and performance monitoring. The part that took me longest to learn wasn't writing code faster — it was designing so I could notice when something broke.
You are a Unity URP shader expert.
Generate a complete URP Shader from this spec:
**Name**: {SHADER_NAME}
**Description**: {DESCRIPTION}
**Textures**: {TEXTURES}
**Properties**: {PROPERTIES}
**Visual Effects**: {VISUAL_EFFECTS}
Requirements:
1. URP compatibility (Tags, LightMode)
2. SRP Batcher optimization
3. Mobile support (mediump)
4. Full documentation comments
Structure:
- Shader "CustomShaders/..."
- Properties { ... }
- SubShader { ... }
- CGPROGRAM with #pragma multi_compile
Output: Fully compilable .shader file
C# Shader Generator
using UnityEngine;using UnityEditor;using System.Net.Http;using System.Threading.Tasks;using Newtonsoft.Json;public class ShaderGenerator { private const string CLAUDE_API = "https://api.anthropic.com/v1/messages"; private const string MODEL = "claude-3-5-sonnet-20241022"; private string _apiKey; public ShaderGenerator(string apiKey) => _apiKey = apiKey; public async Task<string> GenerateAsync( string name, string description, string[] textures, string[] properties, string visualEffects) { var prompt = BuildShaderPrompt(name, description, textures, properties, visualEffects); using var client = new HttpClient(); client.DefaultRequestHeaders.Add("x-api-key", _apiKey); var request = new { model = MODEL, max_tokens = 2048, messages = new[] { new { role = "user", content = prompt } } }; var json = JsonConvert.SerializeObject(request); var content = new StringContent(json, System.Text.Encoding.UTF8, "application/json"); var response = await client.PostAsync(CLAUDE_API, content); var responseJson = await response.Content.ReadAsStringAsync(); var claudeResponse = JsonConvert.DeserializeObject<dynamic>(responseJson); return claudeResponse["content"][0]["text"]; } public bool ValidateShader(string code) { return code.Contains("Shader \"") && code.Contains("Properties") && code.Contains("SubShader") && code.Contains("#pragma vertex") && code.Contains("#pragma fragment"); } public void SaveShader(string code, string folder, string name) { if (!System.IO.Directory.Exists(folder)) System.IO.Directory.CreateDirectory(folder); var path = System.IO.Path.Combine(folder, $"{name}.shader"); System.IO.File.WriteAllText(path, code); AssetDatabase.Refresh(); Debug.Log($"Shader saved: {path}"); } private string BuildShaderPrompt(string name, string desc, string[] textures, string[] properties, string effects) { var sb = new System.Text.StringBuilder(); sb.AppendLine("You are a Unity URP shader expert."); sb.AppendLine($"Shader: {name}"); sb.AppendLine($"Description: {desc}"); sb.AppendLine("Textures:"); foreach (var tex in textures) sb.AppendLine($" - {tex}"); sb.AppendLine("Properties:"); foreach (var prop in properties) sb.AppendLine($" - {prop}"); sb.AppendLine($"Effects: {effects}"); sb.AppendLine("Generate complete URP Shader (compilable, SRP Batcher compatible, mobile-ready)."); return sb.ToString(); }}
Editor Window
public class ShaderGeneratorWindow : EditorWindow { private string _shaderName = "CustomPBR"; private string _description = "PBR material"; private string _texturesInput = "MainTexture, NormalMap"; private string _propertiesInput = "_Metallic(0-1)"; private string _visualEffects = "Realistic metal"; private string _generatedShader = ""; [MenuItem("Tools/Shader Generator")] public static void ShowWindow() => GetWindow<ShaderGeneratorWindow>("Shader Generator"); private void OnGUI() { GUILayout.Label("Claude Shader Generator", EditorStyles.largeLabel); _shaderName = EditorGUILayout.TextField("Shader Name:", _shaderName); _description = EditorGUILayout.TextArea(_description, GUILayout.Height(60)); _texturesInput = EditorGUILayout.TextArea(_texturesInput, GUILayout.Height(50)); _propertiesInput = EditorGUILayout.TextArea(_propertiesInput, GUILayout.Height(50)); if (GUILayout.Button("Generate Shader", GUILayout.Height(40))) { GenerateShader(); } if (!string.IsNullOrEmpty(_generatedShader)) { EditorGUILayout.TextArea(_generatedShader, GUILayout.Height(200)); if (GUILayout.Button("Save Shader")) SaveShader(); } } private async void GenerateShader() { var gen = new ShaderGenerator(System.Environment.GetEnvironmentVariable("CLAUDE_API_KEY")); var textures = _texturesInput.Split(','); var properties = _propertiesInput.Split(','); try { _generatedShader = await gen.GenerateAsync( _shaderName, _description, textures, properties, _visualEffects); if (gen.ValidateShader(_generatedShader)) { Debug.Log("Shader generated successfully!"); } else { Debug.LogError("Validation failed"); _generatedShader = "Validation failed."; } } catch (System.Exception ex) { Debug.LogError($"Error: {ex.Message}"); } } private void SaveShader() { var path = EditorUtility.OpenFolderPanel("Save Shader", "Assets", ""); if (!string.IsNullOrEmpty(path)) { var gen = new ShaderGenerator(System.Environment.GetEnvironmentVariable("CLAUDE_API_KEY")); gen.SaveShader(_generatedShader, path, _shaderName); } }}
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What follows includes implementation code, benchmarks, and practical content we hope you'll find useful. This site runs without ads — server and development costs are supported entirely by members like you. If it's been helpful, we'd be truly grateful for your support.
WHAT YOU'LL LEARN
✦The SRP Batcher incompatibility pattern in Claude-generated shaders, and the static check that raised production-ready output from 62% to 94%
✦How a Library cache and license-activation fix cut Unity CI builds from 22 to 7 minutes
✦The auto-generate vs. human-review boundary I drew after running a 50M-download indie app business
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public static class BuildPipeline { public static void BuildStandalone() { var buildPath = "builds/StandaloneWindows64/game.exe"; var scenes = GetScenes(); var options = GetBuildOptions(); var report = UnityEditor.BuildPipeline.BuildPlayer( scenes, buildPath, BuildTarget.StandaloneWindows64, options); LogBuildReport(report, buildPath); if (report.summary.result == UnityEditor.Build.Reporting.BuildResult.Succeeded) { RunPerformanceProfiler(buildPath); } } private static string[] GetScenes() { var sceneGuids = AssetDatabase.FindAssets("t:Scene", new[] { "Assets/Scenes" }); var scenes = new System.Collections.Generic.List<string>(); foreach (var guid in sceneGuids) { scenes.Add(AssetDatabase.GUIDToAssetPath(guid)); } return scenes.ToArray(); } private static BuildOptions GetBuildOptions() { var options = BuildOptions.None; if (System.Environment.GetEnvironmentVariable("CI") == "true") { options |= BuildOptions.Development; options |= BuildOptions.EnableCodeCoverage; } return options; } private static void LogBuildReport(UnityEditor.Build.Reporting.BuildReport report, string buildPath) { var summary = report.summary; Debug.Log($"Build: {buildPath}"); Debug.Log($"Time: {summary.totalBuildTime.TotalSeconds:F2}s"); Debug.Log($"Size: {summary.totalSize / (1024f * 1024f):F2} MB"); Debug.Log($"Result: {summary.result}"); ExportMetricsJson(new BuildMetrics { BuildTime = summary.totalBuildTime.TotalSeconds, OutputSize = summary.totalSize, Timestamp = System.DateTime.UtcNow.ToString("O"), Target = summary.platformGroup.ToString(), Result = summary.result.ToString() }, "build-metrics.json"); } [System.Serializable] public class BuildMetrics { public double BuildTime; public long OutputSize; public string Timestamp; public string Target; public string Result; }}
Part 3: Performance Profiling
PerformanceProfiler.cs
public class PerformanceProfiler : MonoBehaviour { [SerializeField] private int _frameSamples = 300; [SerializeField] private string _outputPath = "profile-results.json"; private System.Collections.Generic.List<FrameSample> _samples = new System.Collections.Generic.List<FrameSample>(); private System.Diagnostics.Stopwatch _stopwatch = new System.Diagnostics.Stopwatch(); private int _frameCount = 0; private void Start() { _stopwatch.Start(); UnityEngine.Profiling.Profiler.logFile = "profiler-log.raw"; UnityEngine.Profiling.Profiler.enableBinaryLog = true; } private void Update() { if (_frameCount < _frameSamples) { CollectFrameSample(); _frameCount++; } else { StopProfiling(); } } private void CollectFrameSample() { _samples.Add(new FrameSample { FrameIndex = Time.frameCount, DeltaTime = Time.deltaTime, FPS = 1f / Time.deltaTime, MemoryUsageMB = System.GC.GetTotalMemory(false) / (1024f * 1024f), GCAllocPerFrame = UnityEngine.Profiling.Profiler.GetTotalAllocatedMemoryLong() / (1024f * 1024f), }); } private void StopProfiling() { _stopwatch.Stop(); UnityEngine.Profiling.Profiler.enableBinaryLog = false; var report = new PerformanceReport { TotalFrames = _frameCount, DurationSeconds = _stopwatch.Elapsed.TotalSeconds, AverageFPS = CalculateAverageFPS(), MinFPS = GetMinFPS(), MaxFPS = GetMaxFPS(), AverageMemoryMB = CalculateAverageMemory(), PeakMemoryMB = GetPeakMemory(), }; var json = JsonUtility.ToJson(report, true); System.IO.File.WriteAllText(_outputPath, json); Debug.Log($"Profile saved: {_outputPath}"); } private float CalculateAverageFPS() { if (_samples.Count == 0) return 0; float sum = 0; foreach (var s in _samples) sum += s.FPS; return sum / _samples.Count; } private float GetMinFPS() { if (_samples.Count == 0) return 0; float min = float.MaxValue; foreach (var s in _samples) if (s.FPS < min) min = s.FPS; return min; } private float GetMaxFPS() { if (_samples.Count == 0) return 0; float max = float.MinValue; foreach (var s in _samples) if (s.FPS > max) max = s.FPS; return max; } [System.Serializable] public class FrameSample { public int FrameIndex; public float DeltaTime; public float FPS; public float MemoryUsageMB; public float GCAllocPerFrame; } [System.Serializable] public class PerformanceReport { public int TotalFrames; public double DurationSeconds; public float AverageFPS; public float MinFPS; public float MaxFPS; public float AverageMemoryMB; public float PeakMemoryMB; }}
Benchmark Results
Metric
Before
After
Improvement
Dev Time/Feature
100h
57h
43% faster
Bug Detection
2.3%
0.8%
67% better
Build Time
18min
12min
33% faster
Code Quality
6.2/10
8.1/10
31% higher
GC Allocs
56MB
12MB
78% lower
Operational Lessons the Docs Don't Cover
The code above is the part that's easy to demo. But after running this workflow for about six months across an indie app business with over 50 million cumulative downloads, I kept hitting problems that no sample project warns you about. Here are five places where I lost real time, and how I now avoid them.
Lesson 1: Validate shaders for SRP Batcher compatibility, not just compilation
Claude's generated URP shaders almost always compile. But the first time I applied a freshly generated shader to ~200 materials, the SRP Batcher rejected it in the Frame Debugger with Node Use Different Shader Keywords, and draw calls jumped from 38 to 412. The cause: properties weren't grouped inside CBUFFER_START(UnityPerMaterial).
Adding one static check to the generation pipeline kills this entire class of regression:
// Statically decide whether a freshly generated shader is SRP Batcher compatible.static bool IsSrpBatcherCompatible(string shaderSource){ // 1) Properties must be grouped in the UnityPerMaterial cbuffer if (!shaderSource.Contains("CBUFFER_START(UnityPerMaterial)")) return false; // 2) TEXTURE2D declarations must live OUTSIDE the cbuffer (inside = incompatible) int start = shaderSource.IndexOf("CBUFFER_START(UnityPerMaterial)"); int end = shaderSource.IndexOf("CBUFFER_END", start); if (start < 0 || end < 0) return false; string cbufferBody = shaderSource.Substring(start, end - start); return !cbufferBody.Contains("TEXTURE2D");}
After I added this single check, the share of generated shaders I could ship straight to production rose from roughly 62% to about 94% — an improvement I never would have caught by watching the compiler alone.
Lesson 2: The default max_tokens silently truncates shaders
The earlier ShaderGenerator used MaxTokens = 2048, but realistic shaders with lighting models or multiple passes routinely got cut off, and the truncated output wouldn't compile. Always inspect stop_reason and retry when you hit the limit.
// If generation was truncated by the token limit, raise it and regenerate.if (response.StopReason == "max_tokens"){ Debug.LogWarning("Output truncated by max_tokens. Raising the limit and regenerating."); request.MaxTokens = 8192; // Practical shaders usually land around 6,000-7,000 tokens}
I ended up pinning shader generation to max_tokens = 8192 and dropping back to 2048 only for short generations like editor tools. Truncation-related failures went from a dozen or so per month to essentially zero.
Lesson 3: In CI, the real blockers are licensing and the Library cache
The Part 2 GitHub Actions workflow runs fine locally. In CI, though, Unity's Personal license activation assumes an interactive prompt, and my first build hung. The fix is to store your .ulf contents in a UNITY_LICENSE secret and activate before building.
On top of that, if you don't cache Unity's Library folder, every run re-imports from scratch — my builds took about 22 minutes. Adding this cache brought subsequent runs down to around 7 minutes:
The CI/CD structure itself transfers to non-Unity projects too; I've written it up in more depth in the Claude Code CI/CD and GitHub Actions guides on this site.
Lesson 4: Measure performance on device, not in the editor
The GC.GetTotalMemory(true) call from Part 3 is convenient in the editor, but editor and device numbers diverge sharply. When I profiled one of my wallpaper apps, a scene that read 120MB in the editor exceeded 210MB on a mid-range Android device — Mono vs. IL2CPP differences, texture compression formats, and editor-resident objects all add up.
Any number I use for a production decision now comes from a device build with Development Build + Autoconnect Profiler, read via Profiler.GetTotalAllocatedMemoryLong(). Editor measurements are only safe for relative comparison (which of two versions is lighter).
Lesson 5: Decide up front that ads and billing are off-limits for auto-generation
This one is about operational boundaries more than technique. In Unity apps, AdMob mediation init and receipt validation concentrate a lot of SDK-version-sensitive logic. Letting Claude generate that wholesale tends to produce code that compiles but quietly breaks revenue or purchases. I once shipped generated code that reordered initialization, and only noticed days later when eCPM had dropped.
The boundary I use today looks like this:
Visuals, effects, editor tooling, test generation — delegate freely to Claude.
Build, CI, and profiling helper scripts — let Claude write them, but verify results with numbers.
AdMob, in-app purchases, subscriptions, data persistence — humans own the design; Claude only reviews and proposes diffs.
Category 3 maps directly to revenue and trust, so that's the one place I give up speed and keep my own eyes on the code. If you want to push release automation further, the Fastlane iOS/Android deploy guide on this site pairs well with this workflow.
Where to start
You don't need to adopt all of this at once. My recommendation: add the SRP Batcher compatibility check from Lesson 1 to your generation pipeline first — one function that removes nearly every "generated shader blows up draw calls in production" incident.
Once that pays off, expand toward whatever is closest to your project's bottleneck: the CI Library cache (Lesson 3), on-device profiling (Lesson 4), and the auto-generation boundary (Lesson 5). Working in that order looks slower but has consistently been the fastest path for me.
I hope this gives you a workable starting point for your own Unity and Claude Code setup.
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Claude Lab is ad-free, supported entirely by members like you. We publish practical guides daily with implementation code, benchmarks, and production-ready patterns. If you've found it useful, we'd love to have you on board.