Performance and Memory Use the project's installed versions and existing architecture. These instructions supplement the user's task; they do not authorize unrelated changes or external actions. Reproduce on a representative device and record scene state, viewport, pixel ratio, backend, asset sizes, and frame-time distribution. Distinguish first-load/decode/compile stalls from steady-state frame cost. Read the profiling worksheet for a repeatable before/after record. Determine whether the bottleneck is CPU work, submission/draw calls, GPU shading/fill, transfers, or memory. Reduce resolution…