Unity Lite 🌐, Editor-first architecture 🧰, Unity async 👨💻, Radical Pie 📝
C# Power-Ups for Unity ⚡
Supercharge Unity with C# Extensions: Remap, Spans, and Awaitable Events
Learn to modernize your Unity codebase with targeted C# extension methods. This tutorial covers a safe, readable Remap using InverseLerp/Lerp, high-performance BlockCopy via Span, and async utilities that await conditions without blocking. You’ll also convert UnityEvents (like onClick) into Task or Awaitable with one-shot handlers, demonstrated with practical in-editor examples for immediate use.
Mastering Async in Unity: UniTask Patterns, Pitfalls, and Performance
This practical deep dive explains how the C# compiler turns async/await into state machines—and how to avoid costly allocations in Unity with UniTask. Learn safe fire-and-forget using .Forget() and a global exception handler, plus when async void is acceptable for Unity events. Implement robust cancellation by linking tokens to GameObjects and app quit, build custom async flows with UniTaskCompletionSource, and compose concurrent tasks using WhenAll, WhenAny, and WhenEach.
Fast Iteration & Smarter Crowds 🚀🤖
Build the Editor First: Alex Evans on Fast Iteration and Game Architecture
Media Molecule’s Alex Evans and Anton share a blueprint for shipping faster: build the editor first, design for immediacy, and make crashes trivially reproducible. They unpack Dreams’ deterministic state model, assert-on-crash with full-state snapshots, rsyncable UGC chunking, and copy‑on‑write structures. Expect sharp takes on immediate‑mode UI, “speed‑of‑light” performance budgeting, and hiring via practical tests—plus the infamous 4 a.m. cleaner bug and the “lazy” idea that sparked Instant‑NGP.
Smart, Fast Rally Crowds: A Unity Devlog on AI and Optimization
A Unity developer recreates Art of Rally–style crowds using four simple rules: car pushback, separation, origin return, and path avoidance. Heavy O(n^2) checks are eliminated with a spatial grid, while frustum culling boosts performance for off-screen groups. Procedural gradient shaders, DOTween jump idles, and spiral sampling make the crowd feel alive. A crowd manager, execution order tweaks, and velocity-based prediction keep multiple crowds responsive and stable.
Tools Beyond the Engine 🛠️🌐
Radical Pie: Eric Lengyel’s Next‑Gen Equation Editor for Word
Tired of LaTeX loops and aging MathType workflows, Eric Lengyel spent a year crafting Radical Pie: a modern, GUI-first equation editor with live Word integration, precise baseline alignment, and full Unicode support. Built with custom COM/OLE, Slug rendering, and OpenDDL, it supports boxing, highlights, and complex annotations out of the box. After converting thousands of equations from his books, Radical Pie is now shipping and headed to JMM 2026.
Unity Lite: Build Interactive 3D in the Browser—No Code Required
Unity Lite is a browser-based, no-code editor for rapidly creating and sharing interactive 3D experiences—no installs needed. Import CAD, BIM, or standard 3D assets, then assemble demos, walkthroughs, or training scenes with drag-and-drop tools. Share across devices for faster feedback and stakeholder alignment. It plugs into the Unity ecosystem, including Asset Manager and Asset Transformer, to fit existing pipelines.