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How Hela Designs Co-op Around Exploration Instead of Combat

How Hela Designs Co-op Around Exploration Instead of Combat

by Owen Briggs | Sep 16, 2026 | Unity Game Development

Hela: of Mice & Magic is one of the more genuinely interesting co-op games to appear on the radar lately, not because it does combat differently, but because it removes combat from the equation entirely. If you’ve been watching the cozy game space and...
Write Once, Click Never: Automating Repetitive Unity Tasks with Editor Scripts

Write Once, Click Never: Automating Repetitive Unity Tasks with Editor Scripts

by Owen Briggs | Sep 13, 2026 | Unity Game Development

If you’ve spent any real time in Unity, you’ve probably caught yourself doing the same manual steps over and over — resetting transform values on a dozen objects before a build, renaming a batch of prefabs one by one, or running a five-step scene setup...
ScriptableObject Event Systems: Decoupling Unity C# Without Overengineering

ScriptableObject Event Systems: Decoupling Unity C# Without Overengineering

by Owen Briggs | Sep 13, 2026 | Unity Game Development

If your MonoBehaviours are holding direct references to each other and your scenes are becoming brittle as a result, the ScriptableObject event channel pattern is worth your time. This guide walks you through a complete, working implementation in Unity C# (tested...
Object Pooling in Unity: Killing GC Spikes with Practical C# Patterns

Object Pooling in Unity: Killing GC Spikes with Practical C# Patterns

by Owen Briggs | Sep 13, 2026 | Unity Game Development

If you’ve opened the Unity Profiler and seen those jagged green spikes under GC.Collect during your bullet-spawning or enemy-wave gameplay, you already know the problem. This guide walks you through exactly why those spikes happen, how object pooling eliminates...
Netcode for GameObjects vs Mirror: Which Fits Your Indie Multiplayer Game?

Netcode for GameObjects vs Mirror: Which Fits Your Indie Multiplayer Game?

by Owen Briggs | Sep 13, 2026 | Unity Game Development

Picking a Unity multiplayer networking library before you write a single line of game code is one of the most consequential early decisions you’ll make, and the community advice is genuinely contradictory. This article cuts through that noise by comparing...

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