The blog
Unity notes from the trenches
Unity tutorials, architecture patterns, and hard-won lessons from 12 years of shipping games.
Unity CLI: The Complete Guide to Unity's New Command-Line Tool
A complete guide to the new Unity CLI: installing editors, builds, tests, licensing, the Pipeline package, MCP agents, and CI pipelines, from weeks of beta testing.
RefSafe Pro: Catch Missing References in Unity Before They Catch You
RefSafe Pro finds missing scripts, broken references and unused assets in every Unity scene, prefab and ScriptableObject, with one-click fixes and CI support.
How to Integrate a Native Android/iOS SDK into Unity
How I bring native-only Android and iOS SDKs into Unity: the bridge, a clean C# API, UPM packaging, and the pitfalls behind most mystery crashes.
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 Migrating
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: 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 Compiles to 4 Seconds
A practical guide to Unity assembly definitions: how script compilation really works, splitting Assembly-CSharp safely, and the mistakes that make it slower.
Unity Prefab Variants and Nested Prefabs That 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? Fix Imports, Domain Reloads and Compiles
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 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
Build a decoupled health system in Unity with C# events, a custom EventArgs class and a small EventBus, plus the unsubscribe and domain reload traps to avoid.
10 Ways to Use Scriptable Objects in Unity
Ten uses for ScriptableObjects in Unity, from game data and event channels to audio cues and object pools, with working code and the gotchas to avoid.
2 Best Ways to Send Emails from Unity
Two plugin-free ways to send email from Unity: open the player's mail app with mailto, or send it yourself over SMTP. Working code, Gmail setup, and the catch.