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    <title>Performance on Coyote Time</title>
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    <description>Recent content in Performance on Coyote Time</description>
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      <title>Flyweight and Object Pooling: Share What Repeats, Reuse What Churns</title>
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      <pubDate>Thu, 15 Oct 2026 00:00:00 +0000</pubDate>
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      <description>Flyweight shares the data that repeats across thousands of objects. Object pooling reuses the instances that keep being created and destroyed. This guide covers ScriptableObject definitions, UnityEngine.Pool, handle-based pools, reset bugs, and when neither is worth it.</description>
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      <title>Marshalling Between C# and C&#43;&#43; in Unity: Design the Boundary First</title>
      <link>https://blog.jonmikeys.com/posts/marshalling-csharp-cpp-unity/</link>
      <pubDate>Mon, 21 Sep 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/marshalling-csharp-cpp-unity/</guid>
      <description>A practical guide to moving data safely between Unity C# and C++ without letting ABI details, ownership mistakes, or hidden copies destabilize the game.</description>
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      <title>Unity CullingGroup: Stop Updating What the Player Cannot Notice</title>
      <link>https://blog.jonmikeys.com/posts/cullinggroup-for-smarter-object-management/</link>
      <pubDate>Sun, 13 Sep 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/cullinggroup-for-smarter-object-management/</guid>
      <description>Use Unity&amp;rsquo;s CullingGroup API to turn camera visibility and distance bands into practical simulation budgets for crowds, effects, spawn points, and world objects.</description>
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      <title>Memory Arenas in Game Code: Fast Scratch Space, Not a General Allocation Strategy</title>
      <link>https://blog.jonmikeys.com/posts/memory-arenas-in-game-code/</link>
      <pubDate>Tue, 18 Aug 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/memory-arenas-in-game-code/</guid>
      <description>How I use arena allocators for frame-local scratch data, why they beat per-object frees, and why they are not a replacement for pooling or the GC.</description>
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      <title>Zero-Allocation LINQ in Unity: Keep the Query Style, Lose the Garbage</title>
      <link>https://blog.jonmikeys.com/posts/zero-allocation-linq-in-unity/</link>
      <pubDate>Mon, 10 Aug 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/zero-allocation-linq-in-unity/</guid>
      <description>A practical look at LINQ in Unity, where the allocations come from, and when a zero-allocation alternative like ZLinq is worth using.</description>
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      <title>Native Collections and Burst for GC-Heavy Projects</title>
      <link>https://blog.jonmikeys.com/posts/native-collections-and-burst-for-gc-heavy-projects/</link>
      <pubDate>Thu, 06 Aug 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/native-collections-and-burst-for-gc-heavy-projects/</guid>
      <description>A practical way to move hot data off the managed heap with NativeArray, NativeList, jobs, and Burst without turning the project into DOTS cosplay.</description>
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      <title>Benchmarking C# in Unity Without Lying to Yourself</title>
      <link>https://blog.jonmikeys.com/posts/benchmarking-csharp-in-unity/</link>
      <pubDate>Mon, 13 Jul 2026 00:00:00 +0000</pubDate>
      <guid>https://blog.jonmikeys.com/posts/benchmarking-csharp-in-unity/</guid>
      <description>A practical way to benchmark Unity C# code without confusing profiling, frame time, and microbenchmarks.</description>
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