The blog
Notes from the trenches of game dev
Unity tutorials, architecture patterns, and hard-won lessons from 12 years of shipping games.
RefSafe Pro: Catch Missing References in Unity Before They Catch You
RefSafe Pro finds missing scripts, broken references, and unused assets across every scene, prefab, and ScriptableObject in your Unity project, with one-click fixes, a dependency graph, and CI support.
How to Integrate a Native Android/iOS SDK into Unity (and When to Hire It Out)
A practical guide to bringing native-only Android and iOS SDKs into Unity: bridges, C# APIs, UPM packaging, the pitfalls that cause mystery crashes — and how to decide between building it in-house or hiring a specialist.
Unity CI/CD With GitHub Actions: Builds That Happen While You Sleep
Setting up Unity CI/CD on GitHub Actions: license activation, Library caching, test gates, multi-platform matrices, and the traps I hit along the way.
Unity Addressables: What I Wish I'd Known Before Leaving Resources Behind
A field guide to Unity Addressables: why Resources doesn't scale, how groups and bundles shape memory, release discipline, and the editor-only traps.
Finding a Unity Memory Leak: A Profiling Walkthrough From First Crash to Fix
A real Unity memory leak hunt: Memory Profiler snapshots and diffs, static events that keep dead objects alive, and the native memory that never unloads.
Unity Assembly Definitions: How I Cut Compile Times From 40 Seconds to 4
A practical guide to Unity assembly definitions: how script compilation really works, splitting Assembly-CSharp safely, and the mistakes that make it slower.
Prefab Variants and Nested Prefabs: How to Structure Prefabs So They Don't Break
How Unity prefab variants and nested prefabs really work: override precedence, the Apply All trap, and a prefab structure that survives production.
The 5 Unity Problems That Eat Entire Weeks (and How to Fix Them)
Why Unity games work in the editor but break in the build, how to cut build size safely, refactor without breaking references, and survive scene merge conflicts.
Unity Editor Slow? How to Fix Import, Domain Reload, and Compile Times
Where Unity editor time actually goes: asset imports, domain reloads, and script compilation, plus the settings and habits that bring iteration speed back.
Unity's Silent Failures: Why 'None' in the Inspector Can Mean 'Gone'
How Unity serialization works under the hood: fileID and GUID internals, why deleted references look unassigned, and how UnityEvents and Addressables break silently.
Unity Scene Merge Conflicts: A Survival Guide for Teams
How Unity teams avoid scene merge conflicts: UnityYAMLMerge setup, prefab-first workflows, additive scene splitting, and CI checks that catch bad merges.
How to Refactor a Unity Project Without Breaking Everything
Meta files, GUIDs, FormerlySerializedAs, and assembly definitions: how to rename, move, and restructure a Unity project while keeping every reference intact.
How to Reduce Unity Build Size (Without Deleting the Wrong Thing)
A practical guide to shrinking Unity builds: reading the Editor.log build report, fixing texture and audio imports, hunting duplicates, and knowing what actually ships.
Unity Works in the Editor but Not in the Build? Here's Where to Look
IL2CPP stripping, case sensitivity, missing scenes, and editor-only code: a diagnostic guide for Unity games that run fine in the editor but fail in the build.
Creating Event-Based Architecture in Unity with Event Args
Learn how to implement event-based architecture in Unity using event args and an EventBus. We build a decoupled health system with a HealthSystem, HealthChangedEventArgs, and a UI that reacts to changes.
10 Ways to Use Scriptable Objects in Unity
We explore 10 different ways to use Scriptable Objects in Unity for game development. Learn how to efficiently manage game data, create custom inspector tools, and even create a dialogue system using Unity ScriptableObject.
2 Best Ways to Send Emails from Unity
Get user feedback or suggestions by allowing players to send emails directly to the development team in just a few clicks. You can even collect crash reports and suspicious player activity through it.