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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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Scaling VR Optimization: Navigating Unity 6.4’s New Engine Tools and Blender 5.1’s Pipeline Acceleration
Optimizing draw calls, managing memory limits, and maintaining a locked 90 FPS framework are continuous challenges in virtual reality development. In standalone VR, hardware constraints offer no margin for inefficient code or bloated geometry.Recent updates to our primary software stack—Unity 6.4 and Blender 5.1—introduce technical features directly targeting pipeline optimization and scene assembly. Here is…
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