Mirror is a free, open source networking library for Unity, and this tutorial takes you from installing it to a small game where two players shoot each other. You install Mirror 96.11.3 from its GitHu...
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Unity Events: Why Most Devs Still Get Them Wrong
Most Unity devs get C# events wrong in the same handful of ways: they reach for UnityEvent when Action is cleaner, forget the event keyword, wipe out subscribers with = instead of +=, and skip u...
MonoBehaviour vs C# Class vs Struct: Memory and Performance
I measured the memory cost of a MonoBehaviour, a plain C# class, and a struct using the same Actor data. A single MonoBehaviour eats more RAM than a Nintendo NES once Unity attaches its engine baggage...
C# in Unity 2026: Features Most Developers Still Don’t Use
Most Unity C# code still looks like 2009 because Mono held the runtime back for years. I benchmarked properties, tuples, LINQ, and records against old-school patterns in Unity 2026 and documented wher...
What is Unity C# Job System? Do I need to learn it in 2026?
I walk through Unity's C# Job System: what it is, why it exists, and how it schedules struct-based work across CPU cores without breaking the main thread's frame order. It lives next to Burst and Enti...
Getting started with Unity 6 DOTS and ECS in 2026
A practical first step into Unity 6 DOTS for MonoBehaviour developers. I install the Entities package, set up SubScenes, bake data, and write a minimal ISystem. Then I build the same cube grid twice, ...
What Is [field: SerializeField] in Unity and Why I Don't Use
I still avoid [field: SerializeField] for gameplay state. It looks clean, but Unity serializes the compiler generated backing field, not the property. That detail bites teams during Inspector debuggin...
Unity Architecture: Why You Should Stop Using Public Fields
Most Unity tutorials slap public on every field to save time, but it throws out encapsulation and lets any script stomp your health value. I build a small NPC example to show why private with controll...
Unity Code Architecture and Dependency Injection
I use dependency injection in Unity when tracing who calls what starts hurting, not by default. In Floorcraft Blasters, RootInstaller binds interfaces to services, constructors ask for dependencies, a...
What is Unity DOTS in 2026? Do You Actually Need It?
Unity DOTS is a framework built on three pillars, ECS, the C# Job System, and the Burst Compiler, that shifts your game from object-oriented code to data-oriented design. In 2026 it is production-read...