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Unity
Jul 14, 2026

Why do mobile apps often use ASTC 6x6 instead of 4x4 or 8x8?

This article explains why mobile games often use ASTC 6x6 instead of 4x4 or 8x8. It shows that a PNG’s file size does not reflect the final in-game texture memory, compares the quality and memory tradeoffs of ASTC 4x4, 6x6, and 8x8, and argues that 6x6 is a safe default because it balances image quality and compression. It also covers when to choose different settings by asset type, and points out that Max Size, mipmaps, and ASTC device support can matter even more than the compression ratio.

Minh Khoa
17 min
196
49
Unity
Jul 13, 2026

Multithreading in mobile games and builds WebGL how is it different?

This article explains how multithreading differs between Unity Mobile and WebGL builds. On Mobile, C# threads, Task.Run, and Job System can run normally, while Web 6.3 is effectively single-threaded for C# and only uses main-thread execution for non-Burst jobs. In Unity 6.4+, Burst-compiled C# Jobs can run on worker threads if the project and server are configured correctly, including the right Unity and Burst versions, Web Player settings, HTTPS, and required browser headers. It also clarifies that async, Coroutine, and Awaitable do not create real threads, and recommends when to use Jobs + Burst, frame-splitting, or main-thread work for different tasks.

Minh Khoa
20 min
170
55
Unity
Jul 4, 2026

The Complete Observer Pattern in Unity (Event-Driven Architecture)

This article explains the Observer Pattern in Unity as a way to decouple game systems so one object can announce an event without knowing who listens. It covers the C# delegate and event basics behind the pattern, UnityEvent and its Inspector-friendly workflow, ScriptableObject-based event systems for cross-scene communication, and a global EventBus approach. It also introduces UniRx for more advanced reactive workflows, compares the pros and cons of each option, and warns about common pitfalls like forgotten unsubscriptions, ghost listeners, and event spaghetti.

Minh Khoa
38 min
211
26
Unity
Jul 4, 2026

Normal Map in Unity

This article explains what a Normal Map is in Unity and how it makes flat surfaces look detailed without adding polygons. It covers how Normal Maps work, why they usually look blue-purple, the differences between Tangent Space, Object Space, and World Space, and how to import, assign, and tune them in Unity materials. It also discusses creating Normal Maps from Height Maps, using them across Built-in, URP, HDRP, and Shader Graph, combining and blending multiple maps, mobile compression and size tips, common mistakes like wrong texture type or flipped green channel, baking from high-poly to low-poly models, using Normal Maps in shader code, and how they compare with Bump Map, Parallax Map, and Displacement techniques.

Minh Khoa
34 min
133
23
AWS
Jul 4, 2026

AWS S3 vs Cloudflare R2 — A Comprehensive Comparison

This article gives a full comparison of AWS S3 and Cloudflare R2, covering what each object storage service is, their main features, storage classes, pricing, free tiers, durability, availability, limits, and ecosystem integrations. It walks through real-world cost examples for e-commerce, backups, and video streaming, shows how to migrate from S3 to R2 with S3-compatible APIs and tools like Super Slurper and rclone, and explains when to choose S3, when to choose R2, and when a hybrid strategy makes the most sense.

Minh Khoa
40 min
243
36
Unity
Jun 17, 2026

🎵 Introduction FMOD In Unity: "The Secret Weapon" for Audio

This article introduces FMOD in Unity and explains why many game developers use it as audio middleware instead of Unity’s built-in Audio system. It compares FMOD and Unity Audio through practical cases such as UI clicks and gunshots, footsteps on different surfaces, engine sounds, and adaptive music, showing how FMOD lets Sound Designers work in FMOD Studio while Unity code only sends parameters like material type or RPM. The post also highlights FMOD’s benefits for workflow separation, memory and CPU optimization, and more dynamic, immersive audio, while noting that Unity’s default audio is usually enough for small hypercasual projects.

Minh Khoa
15 min
67
30
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