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GameDevToolLab

development support tools, editor extensions, game data management, localization, and ADV/scenario creation workflows for Unity/Unreal Engine.

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Does Unity Really Need DI? Keeping Zenject, Choosing Reflex, and Comparing VContainer

Does Unity Really Need DI? Keeping Zenject, Choosing Reflex, and Comparing VContainer

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11 min read
Testing in Unreal Engine 5: CQTest, Automation Spec, Functional Tests, and CI

Testing in Unreal Engine 5: CQTest, Automation Spec, Functional Tests, and CI

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15 min read
A Practical Guide to Testing in Unity: EditMode, PlayMode, Async, and CI

A Practical Guide to Testing in Unity: EditMode, PlayMode, Async, and CI

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19 min read
Using Unreal MCP in UE 5.8 from Codex: Setup, Toolsets, and Safe Editor Automation

Using Unreal MCP in UE 5.8 from Codex: Setup, Toolsets, and Safe Editor Automation

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12 min read
Unity 6.5 DirectStorage: Interpreting an 18.6% Load-Time Reduction and the 'Up to 40%' Claim

Unity 6.5 DirectStorage: Interpreting an 18.6% Load-Time Reduction and the 'Up to 40%' Claim

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10 min read
Unity 6.6 Finally Supports Dictionary Serialization: Do We Still Need Custom Implementations or Odin?

Unity 6.6 Finally Supports Dictionary Serialization: Do We Still Need Custom Implementations or Odin?

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18 min read
Unity's Official MCP with Codex: Safely Evaluating Console Fixes, Scene Edits, and Prefab Creation

Unity's Official MCP with Codex: Safely Evaluating Console Fixes, Scene Edits, and Prefab Creation

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19 min read
Unity Data Formats in Practice: When to Use YAML, JSON, MessagePack, or JSON + gzip

Unity Data Formats in Practice: When to Use YAML, JSON, MessagePack, or JSON + gzip

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19 min read
What MasterMemory Solves—and What It Doesn't: A Practical Guide to Static Game Data in Unity

What MasterMemory Solves—and What It Doesn't: A Practical Guide to Static Game Data in Unity

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19 min read
Speed Up Game Tuning with ScriptableObject: Edit and Save Values During Play Mode in the Unity Editor

Speed Up Game Tuning with ScriptableObject: Edit and Save Values During Play Mode in the Unity Editor

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15 min read
Unity Save Data Writing Tips: Make Local Saves Harder to Break and Easier to Recover

Unity Save Data Writing Tips: Make Local Saves Harder to Break and Easier to Recover

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17 min read
R3 Operation Rules for Unity 6: SubscribeAwait, EveryUpdate, and Patterns to Avoid

R3 Operation Rules for Unity 6: SubscribeAwait, EveryUpdate, and Patterns to Avoid

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13 min read
R3 Design Rules for Unity 6: Keeping Reactive Code Maintainable in a 10-Person Team

R3 Design Rules for Unity 6: Keeping Reactive Code Maintainable in a 10-Person Team

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12 min read
LINQ and ZLinq in the Unity 6 Era: Avoiding GC Allocations in Large-Scale Projects

LINQ and ZLinq in the Unity 6 Era: Avoiding GC Allocations in Large-Scale Projects

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14 min read
A Deep Dive into C# Dispose: GC, Finalizers, and UnityEngine.Object Destruction

A Deep Dive into C# Dispose: GC, Finalizers, and UnityEngine.Object Destruction

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14 min read
Token-Saving Techniques for Using AI Efficiently in Unity Projects

Token-Saving Techniques for Using AI Efficiently in Unity Projects

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16 min read
Creating a Small Helper Class to Safely Handle CancellationTokenSource Cancel and Dispose

Creating a Small Helper Class to Safely Handle CancellationTokenSource Cancel and Dispose

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9 min read
Do We Still Need UniTask in the Unity 6 Era? Choosing Between Awaitable and UniTask

Do We Still Need UniTask in the Unity 6 Era? Choosing Between Awaitable and UniTask

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13 min read
Fixing Addressables Downloads That Keep Running After Cancellation

Fixing Addressables Downloads That Keep Running After Cancellation

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9 min read
A Practical Guide to Unity Addressables Bundle Splitting and LZ4/LZMA Compression

A Practical Guide to Unity Addressables Bundle Splitting and LZ4/LZMA Compression

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14 min read
Practical Tips for Unity Addressables: Concurrent Downloads and Label Design

Practical Tips for Unity Addressables: Concurrent Downloads and Label Design

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12 min read
Fast File Loading Techniques in Unity

Fast File Loading Techniques in Unity

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2 min read
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