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Unity Core CLI: 5 features I'm excited for 2026-09-10

Unity Core CLI: 5 features I'm excited for

A practical look at five Unity CLI features that could make editor installs, CI builds, tests, version control, and connected Editor automation less brittle.

C# Records in Unity: Value Semantics Without Fighting the Engine 2026-09-09

C# Records in Unity: Value Semantics Without Fighting the Engine

Where C# records fit in Unity projects, where they cause trouble, and how to keep serialized data, runtime values, and live game objects separate.

Strategy Pattern in Games: Swap Behavior Without Growing a Branch Monster 2026-09-05

Strategy Pattern in Games: Swap Behavior Without Growing a Branch Monster

A practical guide to using the strategy pattern in game code for weapons, movement, AI decisions, scoring rules, and other behavior that needs to change safely.

Factory and Abstract Factory Patterns: Create the Thing Without Spreading the Choice Everywhere 2026-09-05

Factory and Abstract Factory Patterns: Create the Thing Without Spreading the Choice Everywhere

A practical guide to factory and abstract factory patterns in game code: when construction choices deserve a home, when a simple method is enough, and how to avoid turning creation code into architecture theater.

Combining Reflex DI with Factories: Runtime Creation Without Container Soup 2026-09-05

Combining Reflex DI with Factories: Runtime Creation Without Container Soup

A practical follow-up on combining dependency injection with factory and abstract factory patterns in Unity, using Reflex as the container and one dungeon-room spawning context from start to finish.

Build a Simple DI Container in C#: Object Graphs Without the Magic Trick 2026-09-05

Build a Simple DI Container in C#: Object Graphs Without the Magic Trick

A practical from-scratch walkthrough for intermediate C# and Unity developers: build a small dependency injection container, then understand registration, recursive resolution, lifetimes, circular dependency errors, and Unity integration.

Memento Pattern in Games: Save the State Without Exposing the Guts 2026-09-01

Memento Pattern in Games: Save the State Without Exposing the Guts

A practical guide to using the memento pattern for undo, checkpoints, editor tools, and save snapshots in game code without leaking internal state everywhere.

R3 and Reactive Programming in Unity: Use Streams Where Events Start to Fray 2026-08-28

R3 and Reactive Programming in Unity: Use Streams Where Events Start to Fray

A practical look at using R3-style reactive streams in Unity without turning every button click, timer, and gameplay signal into architecture theater.

Builder and Fluent Builder Patterns: Make Setup Readable Without Hiding the Cost 2026-08-24

Builder and Fluent Builder Patterns: Make Setup Readable Without Hiding the Cost

A practical guide to builder-style APIs in game code: when they clarify setup, when object initializers are enough, and where fluent chains become a trap.

Unity CLI and GitHub Actions: Run Edit Mode Tests on Every Push 2026-08-23

Unity CLI and GitHub Actions: Run Edit Mode Tests on Every Push

A practical Unity CI starter: install the Unity CLI, add a tiny Edit Mode smoke test, run it locally, then wire the same command into GitHub Actions.

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