What MasterMemory Solves—and What It Doesn't: A Practical Guide to Static Game Data in Unity
Introduction When you build games with Unity, you eventually run into the problem of managing static game data—often called master data in Japanese ga…
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Introduction When you build games with Unity, you eventually run into the problem of managing static game data—often called master data in Japanese ga…
At some point, every game studio faces the same question: we need more capacity, but how do we get it? The answer is not always obvious. Hiring full-t…
Table of Contents: Introduction Understanding the Unity Initialization Lifecycle The RuntimeInitializeOnLoadMethod Attribute (And Its Limitations) The…
Multiplayer bugs in Unity rarely look like networking bugs. They look like "the game froze," "the player teleported," or "it worked in the Editor and …
The 2023 Unity Runtime Fee episode pushed thousands of indie developers to reconsider their engine choice. Three years later, the question is more nua…
Choosing a networking framework for a Unity multiplayer game is one of the most consequential technical decisions you will make. It affects architectu…
These two terms get used interchangeably in boardrooms and pitch decks across the education and corporate sectors. We hear it regularly: "We want to g…
Introduction In large-scale Unity development, GC Alloc can quietly become a real problem. At first, nothing looks wrong. But as the project grows and…
Build Analyzer series, article 2. In the previous article , I built 16 Android APKs while changing one variable at a time. After that, I had the APK n…
Introduction When writing async code in Unity, you often end up working with CancellationToken for loading, networking, Addressables, screen transitio…
I published my first Unity Asset Store package in 2015. Today I have over sixteen assets live, generating consistent passive income while I sleep. Mor…
Temporarily Switch to 60 FPS During Loading and Load Multiple Files in Parallel Even if your main gameplay runs at 30 FPS or another frame rate lower …
"How much will my game cost?" is the first question nearly every client asks us. And the honest answer is always the same: it depends. But that does n…
There's a tidy framework going around for idle game economy design. Three sinks — Progression, Engagement, Prestige — and for each one, a row telling …
This is a submission for the June Solstice Game Jam What I Built For this game jam, I built Dawn Dashers , an adventure runner set during the June Sol…
If you have never written a line of game code and you are trying to choose between Unity, Godot, and Unreal, the internet will give you fifty contradi…
In early May, Unity opened its built-in Unity Agent to all users. It runs in two modes. In chat mode, the AI assistant suggests improvements to game m…
В этой статье я хочу представить вам мой фреймворк, реализующий идеи чистой архитектуры адаптированные для игровых проектов. Данный фреймворк определя…
Here is a challenge. Search for "web gaming portal" on Google or any other search engine of your choice. Or anything that is remotely similar. Here is…
The world of game modding has traditionally been a playground for PC enthusiasts. For years, tools like MelonLoader have allowed players to inject cus…
Happy to share that FludeX v1.0.0 is now live on the Unity Asset Store — a runtime debug panel for Unity built on UIToolkit and AppUI. Over the years …
You have a game idea. You need a development studio to build it. You send out a brief, and the quotes come back wildly different - one studio says thr…
Where I started My name is Valentyn Kurchenko-Hai. I currently teach English; coding is a hobby. My programmer background fits in one sentence: I don'…
Adobe Flash is dead. As of December 2020, all major browsers removed Flash support entirely. But thousands of Flash applications - educational tools, …
When you run Mirror and Socket.IO in the same Unity project, you immediately hit a translation problem. Mirror identifies players by netId — a uint as…