Writing · 7 parts
Unity Engine
How Unity behaves underneath the editor: the C# it runs on, managed memory, networking, design patterns and the MonoBehaviour life cycle.
- 0Unity Engine #0 C#The C# underneath Unity: value vs reference types, the GC, boxing, OOP, structs, delegates, async and the optimizations that follow from all of it.May 15, 2022
- 1Unity Engine #1 MemoryManaged and unmanaged memory in Unity: fragmentation, object pools, the common leak patterns, and how to allocate less in the first place.May 29, 2022
- 2Unity Engine #2 System & NetworkingTCP and UDP from a game developer's angle, and the disconnect/reconnect logic a shipped client actually needs.June 12, 2022
- 3Unity Engine #3 Design PatternsSingleton, observer, factory, state and the rest — written the way they actually appear in Unity projects, with their costs.July 3, 2022
- 4Unity Engine #4 MonoBehaviourThe MonoBehaviour life cycle in execution order — Awake through OnDestroy — and what may safely happen in each callback.July 17, 2022
- 5Unity Engine #5 PhysicsColliders, rigidbodies and the fixed timestep: how Unity detects collisions, and the settings that decide whether it does so correctly.July 31, 2022
- 10Unity Inspector #1 Basic OperationsAttributes that make a component readable in the Inspector — headers, ranges, tooltips, and when to reach for a custom editor instead.August 14, 2022