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.
A practical look at five Unity CLI features that could make editor installs, CI builds, tests, version control, and connected Editor automation less brittle.
Where C# records fit in Unity projects, where they cause trouble, and how to keep serialized data, runtime values, and live game objects separate.
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.
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.
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.
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.
A practical guide to using the memento pattern for undo, checkpoints, editor tools, and save snapshots in game code without leaking internal state everywhere.
A practical look at using R3-style reactive streams in Unity without turning every button click, timer, and gameplay signal into architecture theater.
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.
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.