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roblox-performance罗布洛克斯性能

Agent Skill

roblox-performance 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

2,621

周安装

105

GitHub Stars

2

下载量

848
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:roblox-performance(罗布洛克斯性能)
来源仓库:https://github.com/sentinelcore/roblox-skills
仓库路径:skills/roblox-performance
安装命令:
npx skills add https://github.com/sentinelcore/roblox-skills --skill roblox-performance
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/sentinelcore/roblox-skills --skill roblox-performance

简介

roblox-performance 用于查找、检索和筛选相关信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词或任务场景快速定位候选结果。
  • 通过 npx skills add 命令从指定仓库安装,需结合原始 README 核验具体用法。
  • 安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 当前分类为研究检索,暂无更多功能细节。

SKILL.md

Roblox Performance Optimization

Quick Reference

TechniqueImpactWhen to Use
StreamingEnabledHighLarge open worlds
Object poolingHighFrequent spawn/destroy
Cache references outside loopsHighHeartbeat/RenderStepped
task.wait() over wait()MediumAll scripts
MeshParts over UnionsMediumMany unique shapes
LOD (hide at distance)MediumComplex models
Anchor static partsMediumReduce physics budget
Limit PointLightsHighAny scene with many lights

StreamingEnabled

Enable for large worlds — engine sends only nearby parts to the client.

-- Studio: Workspace > StreamingEnabled = true
workspace.StreamingEnabled = true
workspace.StreamingMinRadius = 64
workspace.StreamingTargetRadius = 128
  • Parts outside the radius are nil on the client — always guard with if part then.
  • Set Model.LevelOfDetail = Disabled on models that must always be present.
  • Pre-stream an area before a cutscene or teleport:
workspace:RequestStreamAroundAsync(targetPosition, 5) -- 5s timeout

Hot-Path Loop Optimization

RunService.Heartbeat and RenderStepped fire every frame (~60×/sec). Keep them lean.

Bad — searching the hierarchy every frame

RunService.Heartbeat:Connect(function()
    local char = workspace:FindFirstChild(player.Name)
    local humanoid = char and char:FindFirstChild("Humanoid")
    if humanoid then humanoid.WalkSpeed = 16 end
end)

Good — cache references once, do work only when needed

local humanoid = nil

Players.LocalPlayer.CharacterAdded:Connect(function(char)
    humanoid = char:WaitForChild("Humanoid")
end)

RunService.Heartbeat:Connect(function(dt)
    if not humanoid then return end
    humanoid.WalkSpeed = 16  -- cached reference, no search
end)

Rules:

  • Cache game:GetService() and part references outside the loop.
  • Never call FindFirstChild, GetChildren, or GetDescendants inside Heartbeat.
  • Throttle work that doesn't need every frame:
local TICK_INTERVAL = 0.5
local elapsed = 0

RunService.Heartbeat:Connect(function(dt)
    elapsed += dt
    if elapsed < TICK_INTERVAL then return end
    elapsed = 0
    -- expensive work here, runs 2×/sec instead of 60×/sec
end)

task Library vs Legacy Scheduler

Always use taskwait() and spawn() throttle under load and are deprecated.

LegacyModern
wait(n)task.wait(n)
spawn(fn)task.spawn(fn)
delay(n, fn)task.delay(n, fn)
coroutine.wrap(fn)()task.spawn(fn)

Object Pooling

Reuse instances instead of creating and destroying them every frame.

-- ObjectPool ModuleScript
local ObjectPool = {}
ObjectPool.__index = ObjectPool

function ObjectPool.new(template, initialSize)
    local self = setmetatable({ _template = template, _available = {} }, ObjectPool)
    for i = 1, initialSize do
        local obj = template:Clone()
        obj.Parent = nil
        table.insert(self._available, obj)
    end
    return self
end

function ObjectPool:Get(parent)
    local obj = table.remove(self._available) or self._template:Clone()
    obj.Parent = parent
    return obj
end

function ObjectPool:Return(obj)
    obj.Parent = nil
    table.insert(self._available, obj)
end

return ObjectPool
-- Usage
local pool = ObjectPool.new(ReplicatedStorage.Bullet, 20)

local function fireBullet(origin)
    local bullet = pool:Get(workspace)
    bullet.CFrame = CFrame.new(origin)
    task.delay(3, function() pool:Return(bullet) end)
end

Level of Detail (LOD)

Built-in: Set Model.LevelOfDetail = Automatic — engine merges distant parts into an imposter mesh automatically.

Manual distance-based LOD:

-- LocalScript
local INTERVAL = 0.2
local LOD_DISTANCE = 150
local elapsed = 0

RunService.Heartbeat:Connect(function(dt)
    elapsed += dt
    if elapsed < INTERVAL then return end
    elapsed = 0

    local dist = (workspace.CurrentCamera.CFrame.Position - model.PrimaryPart.Position).Magnitude
    local visible = dist < LOD_DISTANCE
    for _, v in model:GetDescendants() do
        if v:IsA("BasePart") then
            v.LocalTransparencyModifier = visible and 0 or 1
        end
    end
end)

Reducing Draw Calls

  • Merge parts that share a material into one MeshPart (export from Blender as .fbx).
  • MeshParts batch better than CSG Unions (Unions re-triangulate at runtime).
  • Reuse materials — 10 parts sharing SmoothPlastic costs far less than 10 unique textures.
  • Use TextureId on a single MeshPart instead of stacking Decals on many parts.

Profiling with MicroProfiler

  1. Press Ctrl+F6 in-game to open MicroProfiler.
  2. Press Ctrl+P to pause and inspect a single frame.
  3. Look for wide bars in heartbeatSignal (Lua), physicsStepped (physics), or render (GPU).
  4. Label your own code:
RunService.Heartbeat:Connect(function()
    debug.profilebegin("MySystem")
    -- your code
    debug.profileend()
end)

Common FPS Killers

CauseFix
Thousands of individual partsMerge into MeshParts
Unanchored static geometryAnchored = true on anything that never moves
Many PointLight / SpotLight instancesLimit to ~10–20 dynamic lights per area
High-rate ParticleEmittersLower Rate and Lifetime; disable when off-screen
wait() under heavy loadReplace with task.wait()
FindFirstChild chains inside HeartbeatCache on load
StreamingEnabled off on large mapsEnable it
Model.LevelOfDetail = Disabled everywhereUse Automatic where safe

Common Mistakes

MistakeFix
workspace:FindFirstChild every frameCache reference on character/model load
Destroying and re-creating bullets/effectsUse an object pool
wait() in tight loopstask.wait()
All parts with unique materialsStandardize to a small set of shared materials
ParticleEmitters enabled off-screenDisable Enabled when particle source is not visible
Physics on decorative partsAnchored = true

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Claude

32.47%
按下载量换算275

Codex

31.88%
按下载量换算270

Cursor

19.42%
按下载量换算165

Gemini CLI

9.14%
按下载量换算78

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/sentinelcore/roblox-skills --skill roblox-performance 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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