Everyday Unity – Telegram
Everyday Unity
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A game developer and tech lead in a top grossing company posting Unity, programming, and gamedev related stuff that I find interesting
Website: https://gamedev.center

Most used tags are:
#performance
#shader
#interview

Author: @alexmtr
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I have seen multiple game developers posting about their experience with AI tools lately. However I missed a few important steps in these posts, that I find extremely useful.

I started "vibe coding" more than two years ago when stuff like copilot or codium were not able to generate even a whole class if it was bigger than 150 lines of code and was leaving comments like "// here is the rest of implementation unchanged".
And now when modern tools can generate a whole feature in one go and sometimes even without bugs (rarely).

Here is what two years of vibe coding taught me.

I don’t start with code. I start with design.
Every new feature, system, or refactor begins with requirements and PlantUML diagrams, often generated with AI and then refined by me. I visualize how everything fits together.

No AI touches my codebase unless there’s a diagram first.
If I can’t explain it in a diagram, it’s not ready to be implemented by AI. When I code manually, I have full control and can easily start without design and iterate on the fly. AI can’t do that. Without clear technical constraints in the form of diagrams, it quickly creates unmaintainable chaos.

Why PlantUML?
Because it’s code.
Text-based, versioned, reusable, tweakable. I can store diagrams next to the codebase, review them in PRs, and evolve them as systems change.

Visual consistency matters.
PlantUML diagrams look the same whether you’re a UML expert or a beginner. That removes noise and keeps everyone focused on the system, not the drawing style.

Hand-drawn diagrams?
Beautiful, but useless after a week. Hard to maintain, impossible to diff, and AI can’t update them.

With PlantUML, I can iterate fast. Combined with LLMs, it’s even faster:
“Generate a sequence diagram for this flow.” Done. Then I validate responsibilities, avoid circular dependencies, and refine the design before coding. What is more these diagrams are used in the future as prompts to add new functionality to existing features.

Implementation comes last. By then, I know exactly what to build and can verify the implementation against the design.

Does this guarantee bug-free code? No.

In almost every case there are bugs in a low level. And AI struggles with bug fixing and can get stuck in loops. It's especially true for multiplayer games where AI has a hard time figuring out which calls must be networked and which not.

I still debug a lot of low-level details manually. But the number of bugs drops significantly with proper preparation, and overall, it’s a faster, more controlled workflow.

And when sometimes a feature is generated in one go and comes out bug-free, it feels incredibly satisfying.

How do you keep AI-generated code maintainable?

Below is the real generated class diagram from my pet project. While it can be improved for clarity by reorganizing entities and arrows, that was never the goal, it serves well for verification and as a prompt.
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High Performance C#

The example implementation of finding a “marker” in a string of characters. The author started with a naive approach and then optimized it. I like reading such optimization stories where engineers profile and optimize their code. Of course, real stories from tech trenches are a lot more interesting, but this one is short and might be helpful for someone.

Just remember: profile first, then optimize if needed.

https://www.wolfpackit.nl/en/blog/advent-of-code-at-wolfpack-high-performance-c/

#performance
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SmartAddresser: Automate Addressing, Labeling, and Version Control for Unity's Addressable Asset System

I wouldn’t say I add a lot of assets to groups all the time, but even if it helps me do this in a few clicks instead of the usual ten, it still saves time. The workflow also becomes somewhat similar to the current sprite packer with a folder setup.

I am wondering would you find it more helpful given your daily routine?

https://github.com/CyberAgentGameEntertainment/SmartAddresser

#addressables #editortools
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I'm gonna offer free 1-1 mentoring sessions in game development, software engineering, and tech career growth.

While my primary experience is in game development, these sessions are open to everyone

Lately, I’ve been focusing on:
Technical leadership
Scalable game architecture
Performance and optimization

But we can talk about anything. I’ve created games from scratch to production on mobile and PC. So I have a wide range of experience. I’ve shipped games with millions of DAU, some of the largest noscripts on the market
Feel free to check my profile and blog to learn about my background: https://gamedev.center/about/

Book a session using the link below and include any details or questions, so we can make the call as effective as possible. Come prepared to discuss and dive deep into your topics

Sessions are available in English and Russian
I’m starting with limited slots, so if the calendar is full, save this post and drop a comment

If you’re interested, book your session here:
Book here

#mentoring
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In Case You Missed It - August 2025

Guys at Unity Technologies were pretty active the last month. A lot of how-to pages were added. I haven't found any new advice there, but it's convenient to have them all compiled in one place.

The how-to on the project setup mentions:

Switch to IL2CPP
Switching the noscripting backend from Mono to IL2CPP (Intermediate Language to C++) can provide overall better runtime performance. However, it can also increase build times. Some developers prefer to use Mono locally for faster iteration, then switch to IL2CPP for build machines and/or release candidates. Refer to the Optimizing IL2CPP build times documentation for more on reducing your build times.


I haven't compared mono to il2cpp performance in my games, but I have seen forum posts where devs shared that mono is faster for them. Have you measured your games? Was it true for you?

https://discussions.unity.com/t/in-case-you-missed-it-august-2025/1681933
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Everyday Unity
I'm gonna offer free 1-1 mentoring sessions in game development, software engineering, and tech career growth. While my primary experience is in game development, these sessions are open to everyone Lately, I’ve been focusing on: Technical leadership
Hey! One participant had to cancel today, so there’s a free spot at 19:00 CET (in ~80 minutes).
I know it’s super short notice, but I’m sure we can still have a great chat and find ways for you to grow.
Feel free to grab it through the same link.
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I’m opening another round of free 1-on-1 mentoring sessions for anyone interested in game development, software engineering, or navigating a tech career.

This is a chance to get direct, practical advice tailored to your situation, whether you’re:
✔️ Building your first game and don’t know where to start
✔️ Already in the industry and looking to grow into leadership
✔️ Exploring how to make your codebase scalable and production-ready

I’ve led teams, shipped large-scale games with millions of players, and worked across mobile and PC. My goal is to share what I’ve learned, answer your questions, and help you avoid common pitfalls.

A few things we could cover:
🔹 Game architecture design
🔹 Performance troubleshooting
🔹 Career growth strategies
🔹 Or any other topic you bring

To make the most of our time, it’s in your best interest to provide an agenda or list of questions when booking, that way we can dive straight into what matters most to you.

Sessions are available in English or Russian, with limited slots again this round.
If the calendar looks full, save this post and drop a comment, I’ll release more times later.

This time, all slots are scheduled earlier in the day, based on some of your comments.

📌 Book your spot here: https://calendly.com/alex-gamedev/50min
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Haven’t posted here for a while. Many of my connections already know that I left the company where I had worked for the last six years and started a new job. It’s been intense and definitely pushed me out of my comfort zone. We still have a long road ahead, and focusing on short-term goals in my new project has kept me away from posting.

I have a good reason to make a post now:
I’ll be attending Unite 2025 in Barcelona on 18–20 November.
It’s a great chance to learn from the community, see how others approach their projects, and get a better sense of where the industry is heading.

If you’re also planning to be there, feel free to reach out. Always happy to catch up, exchange experiences, or grab a coffee during the event.
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Interesting. Unity in-app purchase is going to be integrated into Fortnite.
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In Unity 6 🤯
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Unity now supports Game Share on Switch 2

Local multiplayer with 2 friends with only one copy of a game
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2D workflows in 6.3

- 3D to 2D conversion is now built-in. Supports all 2D renderers, works with shader graph, VFX graph, and sprite masks.
- New low level API 2D Physics
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Platform toolkit - a new package.

It even includes a save system, achievements.

One code for all platforms and stores.

Built-in verification without running a build.

Coming in 6.3.

Is it too good to be true? I don't personally believe it, so let's see soon.
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