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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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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Diagnostics package in 6.2

Solution to collect and monitor technical metrics. If we have everything related to crashes, ANRs, and production performance metrics in one place, that would be actually amazing
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IAP

Stripe and coda partnerships for managing payments on all platforms, including web stores.

Basically D2C improvements built-in into Unity, which is huge for games revenue.

It abstracts away your IAP pipeline tho. Is it good?
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