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Game Engine/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.
- 01Unity 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.2022-05-15 · 10 min read
- 02Unity Engine #1 MemoryManaged and unmanaged memory in Unity: fragmentation, object pools, the common leak patterns, and how to allocate less in the first place.2022-05-29 · 6 min read
- 03Unity Engine #2 System & NetworkingTCP and UDP from a game developer's angle, and the disconnect/reconnect logic a shipped client actually needs.2022-06-12 · 8 min read
- 04Unity Engine #3 Design PatternsSingleton, observer, factory, state and the rest — written the way they actually appear in Unity projects, with their costs.2022-07-03 · 9 min read
- 05Unity Engine #4 MonoBehaviourThe MonoBehaviour life cycle in execution order — Awake through OnDestroy — and what may safely happen in each callback.2022-07-17 · 6 min read
- 06Unity Engine #5 PhysicsColliders, rigidbodies and the fixed timestep: how Unity detects collisions, and the settings that decide whether it does so correctly.2022-07-31 · 6 min read
- 07Unity Inspector #1 Basic OperationsAttributes that make a component readable in the Inspector — headers, ranges, tooltips, and when to reach for a custom editor instead.2022-08-14 · 4 min read