developers blog
A general approach to writing highly adaptable tests for grid-based games
Improving the appearance and performance of runtime-generated branching trees
Learn how to render overlapping transparent meshes as a single superset polygon, using stencil buffer settings in Unity URP
Explore the implementation of a Unity save system that exploits the hierarchy of game objects
Overview of an optimized l-system implementation allowing for rapid updates
Overview of Seeb Defender
Learn a handy hack to run expensive code on the UI thread.
A convenient command line tool to cleanup branches with no matching remote