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Unity
Aug 2, 2026

Unity Rigidbody: How Are Dynamic, Kinematic, and Static Different?

This article explains the differences between Unity Rigidbody Dynamic, Kinematic, and Static. Dynamic objects are fully controlled by the Physics Engine, so they respond to gravity, forces, and collisions. Kinematic objects are moved by code or animation, do not respond to gravity or force, but can still interact with Dynamic bodies and push them. Static objects do not move during gameplay, which lets Unity optimize them for things like floors, walls, and terrain. The post also compares their behavior, examples, and simulation cost, then clarifies the difference between Unity 3D and 2D: 3D uses isKinematic plus colliders without a Rigidbody for static objects, while Rigidbody2D has bodyType options for Dynamic, Kinematic, and Static.

Minh Khoa
12 min
263
51
Unity
Jul 30, 2026

Photon Quantum 3 vs Fusion 2 in Unity

This article compares Photon Quantum 3 and Fusion 2 in Unity. It explains that Quantum 3 uses deterministic input synchronization, where every client receives the same input and runs the same simulation, while Fusion 2 uses state synchronization, where an authority peer creates the official state and sends it to other peers. The post walks through differences in architecture, Unity workflow, rollback behavior, physics, AI, performance, anti-cheat, hosting, and game fit, then gives a practical decision guide: Quantum 3 is often better for frame-perfect deterministic games, many-entity simulations, and natural replay, while Fusion 2 is often better for familiar Unity workflows, Unity Physics, plugins, flexible topologies, and server-authoritative or hidden-information games.

Minh Khoa
43 min
199
51
Unity
Jul 27, 2026

Photon Fusion 2 Dedicated Server in Unity

This article explains Photon Fusion 2 Dedicated Server in Unity, focusing on the core rule that clients send input or requests while the server decides the real game state. It compares Photon Cloud, Unity headless server builds, and hosting/orchestration, then walks through authority models, `NetworkRunner`, `NetworkObject`, `State Authority`, `Input Authority`, tick-based simulation, prediction and rollback, RPCs, `[Networked]` state, player spawning, common configuration keys, gameplay examples, build and production lifecycle, security, performance, common mistakes, a setup checklist, and a short learning roadmap from Host Mode to Server Mode and production.

Minh Khoa
38 min
95
24
AI
Jul 24, 2026

AI Frontend UI & Motion Stack Playbook

A Markdown playbook that helps AI choose a frontend stack before coding, so projects avoid unnecessary libraries and better match the product, UI style, performance, and motion needs.

Minh Khoa
22 min
71
39
Unity
Jul 23, 2026

Onshore and Offshore Growing Together: How Can Subscribers Not Miss Events?

If a subscriber registers only after an event has already been published, it will miss that data. To prevent required data from being lost, the system needs a clear delivery contract: wait for all modules to subscribe, replay the latest state, or store history for replay.

Minh Khoa
17 min
261
37
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