USunity source codeinunitysourcecode.hashnode.dev·2d ago · 9 min readUnity Game Launch Checklist: Performance, Testing & MonetizationSo you've finished building your Unity game. The core loop feels good, the levels are balanced, the bugs are (mostly) squashed. Now comes the part that a surprising number of developers underestimate:10
MMartinaingame-ready-assets.hashnode.dev·4d ago · 8 min readWill The AI-Generated Character Actually Work in Unity? A Practical Rigging ChecklistA character can look correct in a 3D viewer and still fail as soon as it enters Unity. The bones may not map correctly, the elbows may collapse when the arms bend, or the feet may slide across the gro00
DMDavid Mkrtchianinboundarylayer.hashnode.dev·Aug 13 · 8 min readAn Engine Inside the EngineWe ship one Unity WebGL build. It serves two applications that share almost no user-facing behaviour. One is a lab player: it loads an authored document, steps a student through an experiment, animate00
DMDavid Mkrtchianinboundarylayer.hashnode.dev·Aug 13 · 12 min readEighty Lines Instead of a ContainerThere is a file in my Unity project called ServiceLocator.cs. It is eighty-three lines long, it wraps a static Dictionary<Type, object>, and by the standard reading of the literature it is an anti-pat00
DMDavid Mkrtchianinboundarylayer.hashnode.dev·Aug 13 · 15 min readTwo Float Arrays and a Function CallI spent a long stretch building the layer where a Unity WebGL build meets the JavaScript that drives the interface around it. Unity WebGL means Unity compiled to WebAssembly, which is the fact this en00
USunity source codeinunitysourcecode.hashnode.dev·Aug 12 · 10 min readFrom Prototype to Play Store: A Practical Architecture Playbook for Unity Mobile GamesEvery few months a new wave of indie developers picks up Unity, builds a promising prototype in a weekend, and then spends the next six months fighting their own codebase instead of shipping the game.00
USunity source codeinunitysourcecode.hashnode.dev·Aug 3 · 11 min readHow Indie Developers Are Shipping Mobile Games in Weeks Instead of MonthsAsk any indie developer who has shipped more than one mobile game what surprised them most about the process, and you'll rarely hear "the coding was harder than I expected." You'll hear about how long00
USunity source codeinunitysourcecode.hashnode.dev·Jul 26 · 12 min readChoosing Your Core Loop Before You Touch Unity: A Framework I Wish I'd Had EarlierMost Unity projects don't fail because of bad code. They fail because the developer opened the editor before they'd actually decided what the game was. I've watched this happen to talented people more00
USunity source codeinunitysourcecode.hashnode.dev·Jul 25 · 11 min readShipping a Unity Game to iOS in 2026: What Actually Trips Developers UpIf you've shipped a game on Android before, iOS can feel like a different universe the first time you go through it. The build pipeline is longer, the review process is stricter, and a handful of smal00
USunity source codeinunitysourcecode.hashnode.dev·Jul 24 · 9 min readShipping Faster in Unity: A Practical Look at Architecture, Reskinning, and What New Developers Should Build FirstMost Unity tutorials teach you how to move a cube or spawn a prefab. Almost none of them teach you what actually determines whether a mobile game ships — the architectural decisions that hold up once 00