POSTS

Notes, experiments, and behind-the-scenes from the arcade.

Engineering

Syncing ScriptableObjects to Shaders in Unity

How I added automatic GPU synchronization from ScriptableObject variables to shader globals in Unity — so compute shaders and custom shaders can read gameplay state without any per-frame bridge code.

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Engineering

What is Reactive SO?

An introduction to Reactive SO, a ScriptableObject-based reactive architecture for Unity. Built on Ryan Hipple's Unite Austin 2017 patterns, extended with Reactive Entity Sets, GPU Sync, and dedicated debugging windows.

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Engineering

The History of "Ownership" vs "Belonging": From RDB to ECS

The 'belonging' paradigm in state management isn't new — it appears to go back to Codd's relational model in 1970. A short tour through how OOP swung back to 'ownership' and how ECS rediscovered 'belonging' for performance.

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Engineering

Unified Memory and the Future of Game Architecture

Working with Metal on Apple Silicon shows what's possible when CPU and GPU share memory. A look at how today's platforms compare and why contiguous, data-oriented layouts matter even more in a Unified Memory world.

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Engineering

ReactiveEntitySet: Bringing ECS Insights to GameObject Workflows

Notes from researching EnTT, Entitas, Flecs, Bevy, Svelto, and DOTS — and how ReactiveEntitySet combines Sparse Set storage with reactive change detection to give Unity GameObject projects a pragmatic data-oriented middle ground.

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Engineering

Ownership vs Belonging: A New Paradigm for State Management in Unity

ReactiveEntitySet isn't a multi-instance VariableSO — it's an evolution of RuntimeSet. A look at how shifting from 'ownership' to 'belonging' changes memory layout, optimization space, and what state really means in Unity.

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Engineering

Why InputActionAsset Stops Working After Scene Transitions (And How to Fix It)

In Unity 6.2+, disabling every UIDocument also disables the InputActionAsset assigned to UI — input quietly dies after a scene transition. Here's why it happens and four ways to fix it.

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Engineering

Why ScriptableObject Data Disappears on Scene Transitions (And How to Fix It)

Non-serialized fields on Unity ScriptableObjects vanish when the asset is unloaded between scenes. Here's the RuntimeInitializeOnLoadMethod-based pattern I used to fix it during a Unity 1 Week Game Jam.

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