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UI Toolkit vs Canvas: Living With Two Unity UI Systems

A practical comparison of Unity's UGUI/Canvas and UI Toolkit from day-to-day use: which screens each one fights you on, how team habits and editor tooling shift the decision, and a checklist for picking one per screen instead of per project.

Unity · August 16, 2026

From Manual Builds to CI: A Two-Person Pipeline

We moved release builds from a hand-run checklist to scripts and CI. Here is what was worth automating, what got more fragile once automated, and how much pipeline two people can actually maintain.

Game Development · August 11, 2026

Not a Bug, the Device: Debugging Android Fragmentation

Bugs that appear on one phone model and nowhere else are a capability problem, not a mystery. Here is the workflow we use to make them reproducible on hardware we already own.

Game Development · August 9, 2026

Unity Profiler on Mobile: Hunting Frame Time Spikes

A build that holds 60 fps in the Editor can stutter badly on a mid-range phone. Here is the diagnosis order we use with the Unity Profiler and Frame Debugger to find out whether the CPU, the GPU, draw calls or garbage collection is eating the frame.

Unity · August 8, 2026

Two Games, One Codebase: When Shared Code Pays Off

A card game and a tower defense game share four systems in our codebase: save/load, settings, audio and localization. Two of those were free money, one quietly turned into a tax, and one started making both games look alike.

Game Development · August 8, 2026

Unity Scene Loading: Additive vs Single Scene Setup

When additive scene loading simplifies a Unity project and when it turns into reference chaos — with working code, the failure cases we actually hit, and a decision rule for small teams.

Unity · August 19, 2026