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How Do You Create Game-Ready LODs in Blender for Unity?
Learn how to create game-ready LODs in Blender, protect silhouettes and UVs during decimation, export clean meshes, and configure Unity LOD Groups for mobile and VR.
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How Do You Save Player Progress Safely in Unity Games?
A durable Unity save system separates runtime objects from serializable data, writes JSON to persistentDataPath, keeps a backup, versions its schema, and saves at reliable lifecycle points.
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How Do You Design a Fair Mobile Puzzle Difficulty Curve?
Difficulty should grow by asking players to combine familiar ideas, not by hiding information or punishing experimentation. Learn a practical level-design workflow for fair, satisfying mobile puzzles.
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How Do You Bake High-Poly Detail to Low-Poly in Blender?
How do you keep sculpted detail without sending a dense mesh to a mobile or VR build? Follow a practical Blender workflow covering UVs, cages, ray distance, normal maps, and Unity import checks.
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ScriptableObject vs MonoBehaviour: Where Should Data Live?
Should Unity data live in a ScriptableObject, a MonoBehaviour, or a plain C# class? This practical guide separates shared definitions, scene behaviour, runtime state, and save data.
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Blender to Unity Export: Why Is Your Model’s Scale Wrong?
Why does a Blender asset arrive in Unity too large, sideways, or badly shaded? Use this repeatable FBX checklist to fix scale, transforms, pivots, axes, normals, and import settings.
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Can One Unity Project Support Both Mobile and VR?
Can the same Unity project become both a mobile game and a VR experience? Yes—but only when core gameplay is separated from input, presentation, and platform-specific systems.
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Why Small Games Matter More Than Ever in 2026
The gaming industry keeps getting bigger. Bigger worlds, bigger budgets, bigger expectations. But something unexpected is happening at the same time: players are slowly returning to smaller experiences. Not because technology is slowing down.Not because people suddenly dislike massive games. People are returning to smaller games because they want something immediate, creative, replayable, and personal.…
blekol
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