Unity Scene Launcher 🎮, Faster Mono ⚡, Babylon.js 9 🌐

Mar 31, 2026

🎮 Game Design & Industry Insights

Designing Ardenfall for Controllers and Steam Deck: A Unity Postmortem

Ardenfall’s team shares a highly actionable breakdown of making a PC-first open-world RPG feel great on controllers and Steam Deck. They explain their aim curves, focus system for dual inventories, and glyph-filled contextual UI, plus a custom system that swaps seamlessly between KB/M and gamepad. To hit handheld performance targets, they rely on cell-based streaming, “Distant Cells,” offline AI, and aggressive skinned-mesh optimization. The devs also urge indies to buy a Deck, test constantly, and design UI with controller constraints from day one.

Ran Mo on AI Coding, Overhyped AI Gameplay, and Crushing Mid-Tier Studios

AI made Suck Up the first breakout “AI game” with 100M+ YouTube views—yet its creator thinks AI in gameplay is overhyped. Ran Mo (CEO of Proxima, ex-EA/YouTube/BCG) explains how AI coding assistants are game-changing for “leaf” tasks like feel and polish, but dangerous for core architecture. He breaks down the trunk-vs-leaves framework, why mid-tier studios will get crushed by power laws, and why he hired a TikTok creator over a brand marketer. A brutally honest roadmap for AI-era studios.

⚙️ Unity Workflow & Performance Boosts

Supercharge Your Unity Workflow with a Custom Scene Launcher

This Unity 6.3 tutorial shows how to add a custom “Scenes” button to the editor toolbar that lets you instantly open any scene or predefined scene groups. You’ll learn to pull scenes from the AssetDatabase, create ScriptableObject-based “scene collections” for multi-scene setups, and load them additively in a single click. The tool finishes as a searchable popup with clear icons for scenes vs collections, making it ideal for large projects. It’s a practical way to remove friction from daily testing and iteration.

Turbocharging Unity’s Mono: Drop‑In Codegen Upgrades for Faster Games

Unity still leans on Mono in the editor and for mod-friendly builds, but Mono’s aging JIT leaves huge performance on the table. This post showcases a custom Windows x64 Mono with drastically improved codegen, delivering order-of-magnitude speedups on struct-heavy math like float4/Vector3. It’s a true drop-in: swap the runtime, tweak optimization flags, and go. The author is seeking Unity studios interested in adopting (and funding) this faster Mono pipeline.

🌐 Next‑Gen Engines & Platforms

Babylon.js 9: Volumetrics, Frame Graphs, and Next-Gen Web 3D

Babylon.js 9 has arrived, delivering a major leap for 3D games on the web. The release adds clustered and volumetric lighting, textured area lights, and advanced Gaussian splat support for richer visuals in the browser. New tools like the Node Particle Editor, particle flow maps, animation retargeting, and an all-new Inspector streamline content creation. With Frame Graph v1, geospatial rendering, and WebGPU performance optimizations, Babylon 9 pushes web-based 3D closer to native-engine territory.

Unity 6.4: Faster Workflows, Better Stats, and Built‑In ECS

Unity 6.4 lands as a supported release packed with practical upgrades for teams who don’t want to wait for the next LTS. You get a redesigned Grid & Snap system, a cleaner Build Profiles workflow, and drag‑and‑drop terrain improvements for faster level building. On the rendering side, a new Statistics window, improved render pipeline converter, and clearer Mesh LOD previews make performance tuning easier. Built‑in ECS packages, the bundled Project Auditor, and DirectStorage support round out a strong optimization‑focused update.

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