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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
212
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
69
30
Unity
Jun 16, 2026

Garbage Collection

This article explains how Garbage Collection works in Unity, why GC spikes can cause brief frame hitches, and where hidden allocations come from in everyday code, including boxing, string concatenation, LINQ, lambdas, foreach, coroutines, and repeated component lookups. It also shows how to use Unity Profiler and Memory Profiler to find garbage, then reduce it with practical techniques like object pooling, ArrayPool, caching, pre-allocation, and struct-based data, while comparing Incremental GC with Stop-the-World GC and ending with a practical performance checklist.

Minh Khoa
35 min
193
48
Unity
Jun 16, 2026

Unity Particle System Component: from the basics to enough to use

This article is a practical, beginner-friendly guide to Unity Particle System in Unity 6, covering everything from the basic idea of particles and when to use the built-in system versus Visual Effect Graph, to how each major module works in the Inspector. It explains Main, Emission, Shape, Velocity/Force/Noise, color and size over lifetime, collision, triggers, sub emitters, texture sheet animation, lights, trails, custom data, Renderer settings, and the Particle System Force Field component, then finishes with scripting examples, common VFX recipes like smoke, sparks, dust, and hit effects, plus debug and performance tips for mobile-style game VFX.

Minh Khoa
45 min
134
48
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