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VR Locomotion in Unity: Teleport, Snap Turn, or Smooth Move?
Should your Unity VR game use teleportation, snap turning, smooth movement, or all three? Compare the comfort trade-offs, XR Interaction Toolkit setup, and a practical headset-testing workflow.
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Swipe Controls in Unity: How Do You Make Them Reliable?
Why do swipe controls feel perfect in the Unity Editor but unreliable on a phone? Learn a repeatable approach to thresholds, direction mapping, input locks, and real-device testing.
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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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