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Everyday Unity
5 сент., 15:01
Have you tested Astra already?I checked deepswe bench and decided to test it with medium effort as it has shown the same result as sol max but cheaper.I implemented 2 mid-size tasks and spent ~30% of a weekly limit on pro x5. Which subjectively looks more expensive than sol at higher efforts.At least they gave us 2 more weekly resets.Quality is the same as I had no major issues with sol before too.What about your experience?
Everyday Unity
5 сент., 12:28
Unity Pipeline 0.6 adds hot reload for IL2CPPIt is experimental, with a limited [HotReload] C# subset.In the Editor, open the Window > Pipeline > Settings window, then in the Watcher section, click on Start. Note that you need to put the [HotReload] attribute on methods you intend to edit ahead of time and that it does not support all possible code changes - adding fields to a class is not supported etc. sourcehttps://discussions.unity.com/t/unity-pipeline-package-0-6-0-exp-1-is-available-now/1735626#cliUnity DiscussionsUnity Pipeline package 0.6.0-exp.1 is available now!This new version comes with lots of additions and fixes for you! Sorry for the long post! TL;DR: Hot reload is more powerful and can be used with IL2CPP and on connected players The Runtime Server has been moved from a MonoBehavior to Settings (Breaking…
Everyday Unity
3 сент., 12:16
Memory Profiler finds the roots behind Unity leaksI keep coming back to this question with memory tools: not only "where was this allocated?" but "what is keeping it alive?"Memory Profiler 1.2.0-pre.1 adds a Roots & Impact table attributing snapshot memory to static fields, scenes, AssetBundles, native subsystems, and other roots. It lets you sort leaked objects by total impact, including native and graphics memory they keep alive. It also captures CoreCLR Player snapshots, tho the VM’s own native allocations remain Untracked.https://discussions.unity.com/t/memory-profiler-1-2-0-pre-1-released-roots-impact-profiling-coreclr-support/1735523#memory #profiling #unityUnity DiscussionsMemory Profiler 1.2.0-pre.1 Released — Roots & Impact Profiling & CoreCLR SupportWe’ve just released version 1.2.0-pre.1 of the Memory Profiler package, and with it the new Roots & Impact table, which enables entirely new workflows for analyzing your memory usage. This thread walks through them. For the full change log, see the releases…
Everyday Unity
28 авг., 12:07
Google Play makes mobile memory a release metricGoogle Play is adding game quality thresholds from February 2027: anonymous RSS plus swap, bitmap memory, and DEX optimization. The key detail is the measurement model: 28-day P90 data by app state and device-RAM tier, not one dev-device capture. For games, foreground limits range from 2.25 GB on 4 GB devices to 5 GB on 16 GB; games over 50 MB of DEX face 25% minimums for shrinking, optimization, and obfuscation.New metrics are already available in Google Play Vitals.https://developer.android.com/blog/posts/elevating-app-quality-reducing-memory-usage-and-improving-device-migration#performance #memory #androidAndroid DevelopersElevating app quality: Reducing memory usage and improving device migration | Android Developers' BlogMaintaining a healthy Android ecosystem is a shared commitment where every app and game has a role to play.
Everyday Unity
26 авг., 15:49
I accidentally spent 22 months of my life because I thought text was simple : r/Unity3DHas anyone here tried the free or paid version of UniText? How was your experience?https://www.reddit.com/r/Unity3D/comments/1vywmo7/i_accidentally_spent_22_months_of_my_life_becauseRedditFrom the Unity3D community on Reddit: I accidentally spent 22 months of my life because I thought text was simpleExplore this post and more from the Unity3D community
Everyday Unity
21 авг., 13:08
PerfLint puts AI optimization on measured groundI have shared before the example how I used LLM and Tracy to profile a godot game. And recently I experimented a lot with automating profiling our Unity game at work with the help of agents.So I’m always skeptical when an AI agent “optimizes” a Unity project by reading files and guessing or even hallucinating (happened a few times in our team). PerfLint takes a better route: deterministic rules measure assets, import settings, memory and build size, then expose findings through Unity CLI/MCP so an agent can explain or draft a fix.The author reports Addressables duplication dropping from 337 assets to 5, and bundles shrinking from 1.29 GB to 805 MB. More interestingly, the tool caught an agent’s false texture diagnosis before it changed anything.I haven’t tried it yet, take the numbers with a grain of salt, but “measure first, letUnity Discussions[RELEASED] PerfLint — free local audit for build size, performance and Unity 6 migrationHi all — PerfLint is on the Asset Store now, and it’s free. It scans a Unity project locally and tells you what is costing you build size, memory and frames, with the file and the number attached. No account, no telemetry, nothing uploaded. Rather than list…
Everyday Unity
15 авг., 12:41
Rendering at scale: Efficient strategies for massive object countsMega Cat Studios shared practical rendering lessons from Backyard Baseball: static batching, GPU instancing, vertex animation textures, culling, and the URP vs HDRP choice.What I liked most is that the post starts where performance work should start: profile first, then optimize. They explicitly separate CPU- and GPU-bound problems, then explain the tradeoffs. VAT saves CPU time but adds memory pressure, batching saves draw overhead but can increase GPU memory.This is not a magic checklist, of course. Still, real production notes from the tech trenches are much more useful than another “optimize your draw calls” summary.https://unity.com/blog/rendering-at-scale-efficient-strategies-for-massive-object-counts#performance #graphics #optimizationUnityRendering at scale: Efficient strategies for massive object counts
Everyday Unity
13 авг., 15:57
How I made Unity handle half-a-million projectiles without dying : r/Unity3Dhttps://www.reddit.com/r/Unity3D/comments/1vn9aye/how_i_made_unity_handle_halfamillion_projectiles/#optimization
Everyday Unity
5 авг., 10:08
Ponytail Skill for Claude Code: Does It Really Cut TokensAn interesting read about measuring token savers. Shows how you can compare different tools if you have enough time 💀https://blog.jetbrains.com/ai/2026/07/ponytail-skill-claude-tested/#aiThe JetBrains BlogPonytail Skill for Claude Code: Does It Really Cut TokensPart 3 of a series where we take public "token saver" add-ons for coding agents and run the same paired A/B benchmark against each of them. Part 1 was the caveman skill (advertised −65%, measured −8.5
Everyday Unity
22 июл., 18:57
How Claude Code Uses Prompt CachingI believe it's important to know what prompt caching is and how it helps save costs.On this page, I would pay attention to what resets the cache, how agents affect it, how to check your cache usage, and TTL.One advice I didn't follow before: Compaction works in your favor when the context you discard is content you no longer need. To choose when its overhead happens, run /compact at a natural break in your work, such as between tasks, instead of waiting for auto-compaction to trigger mid-task. If you’ve gone down a path you want to abandon entirely, /rewind to an earlier turn instead. Rewinding truncates back to a prefix that is already cached, rather than building a new one as compaction does.https://code.claude.com/docs/en/prompt-caching#aiClaude Code DocsHow Claude Code uses prompt caching - Claude Code DocsClaude Code manages prompt caching automatically. See why a model switch triggers a slow uncached turn, what /compact costs, why CLAUDE.md edits don't apply mid-session, and how to check your cache hit rate.
Everyday Unity
21 июл., 14:36изменён
Meet the Unity CLI: manage Unity from your terminalI had multiple posts about how I used godot because of great cli tools and now its time to test if Unity can match it. Seems like it doesn't have a lot of stuff yet, but it allows agents to eval any code without full recompilation and domain reload. So in theory agents can do any custom work with this command.Has anyone tested it already?https://unity.com/blog/meet-the-unity-cli#cli


Everyday Unity
21 июл., 14:09
Since May I have been working on a roguelike prototype, first in Three.js and now in Godot. I started with Three.js because it was the fastest way to check the idea. After a small playtest with my friends, when I verified that it is fun at least for me in


Everyday Unity
12 июл., 18:51
Just now Open AI temporarily removed the 5h limit.It's an interesting addition to the morning discussion we had here about hitting the 5h limit with sol ultra in 18-40 mins.I hit the 5h limit twice today and have only 32% of a weekly limit left. Thanks Open AI, now I can spend my weekly limit in around 1.5 hours 💪💀


Everyday Unity
12 июл., 09:01
I have been testing 5.6 Sol lately and haven't seen a really big difference to the old model when I used it with medium, high, extra high effort.The only thing that surprised me was a co-op bot for my roguelike game. You press a bot run button on the host and it runs kinda optimal strategy and plays the game from all clients. It was done in around 2 prompts and works very well. I was able to catch around 6 bugs already with it.Then I added auto mode for LLM, it launches multiple clients each with their own set of launch args. And then LLM reads the console every 5 mins for each client to find anomalies or bugs. It also found a few bugs which led to an incorrect loss.Apart from that other tasks were the same in terms of speed and quality as 5.5.This morning I wanted to test 5.6 ultra and compare it against Fable 5, which I used at work to create a pretty big feature on which it
Everyday Unity
11 июл., 17:47изменён
12-Factor Agents for development workflowsIt is mostly a guide, not a library you install and build your game on top of. There are some supporting packages and workshops in the repo, but the core value is the principles for building reliable agents.The guide pushes against the "big prompt + tools + loop until done" approach.I have been using AI coding workflows for multiple years already and that's the part where things usually break on big project. It might work for a demo or prototype. But in real Unity projects with long import times, slow build pipelines, and old god singletons no one wants to touch, suddenly LLM even with agents needs logs, state, approvals, retries, and boring deterministic scripts and tools instead of a magic AI button.Few points I would steal for my game dev agents:Own the prompts. If an agent works on my project, I don't want the important promptGitHubGitHub - AlexMerzlikin/unity-agent-team: A focused slice of The Agency, purpose-built for Unity game developmentA focused slice of The Agency, purpose-built for Unity game development - AlexMerzlikin/unity-agent-team
Everyday Unity
9 июл., 19:15
Since May I have been working on a roguelike prototype, first in Three.js and now in Godot.I started with Three.js because it was the fastest way to check the idea. After a small playtest with my friends, when I verified that it is fun at least for me in coop, I decided to move it to a real engine. I picked Godot, even though it is my first game with it. And then I saw a long loading time. Of course, the first temptation is to ask an LLM to "optimize the game" and hope for magic. But the better loop is still the old reliable one: profile first, then optimize if needed. I checked the docs and found that Godot can be connected to Tracy. So I fed the docs to Codex and in one prompt it:- downloaded Tracy - set it up for the project - made a capture - analyzed the result - proposed fixesThen I asked it to apply the fixes, run a review with my functionality reviewer agent, and profile
Everyday Unity
9 июл., 19:15



Everyday Unity
24 мая, 17:48
I switched to Codex a while ago because Claude limits were brutal for my workflow. Not even coding at first. I was hitting the 5h limit after 4-5 prompts about my GDD. For a small prototype. Opus was basically no-go for me, and Sonnet was useful, but not
Everyday Unity
24 мая, 14:37
Find 5 differences



Everyday Unity
24 мая, 14:34
Played around with Claude Code and remote controls while working on a prototype. Good alternative to doomscrolling. As you might know, the dopamine hit usually comes from the anticipation of finding a good video while scrolling, not the video itself. Now
