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Unity
Jun 9, 2026

Architecture UI In Unity: MVC, MVP & MVVM

This article explains UI architecture in Unity and why UI and logic often become tangled. It introduces the principles of Separation of Concerns, then compares MVC, MVP, and MVVM with their data flow, strengths, and weaknesses. The post also gives practical guidance on when to use each pattern for screens, popups, and widgets, and highlights common anti-patterns such as circular references, fat views, anemic presenters, and over-engineered ViewModels.

Minh Khoa
16 min
238
41
Unity
Jun 6, 2026

The Difference Between C# and Unity Engine Object

This article explains the key difference between C# System.Object and UnityEngine.Object in Unity, showing how managed C# wrappers and native C++ objects affect destruction and null checks. It covers Unity’s “fake null” behavior, why Destroy() can still lead to MissingReferenceException, and why developers should use classic null checks instead of ?. or ?? with UnityEngine.Object.

Minh Khoa
20 min
259
39
Unity
Jun 6, 2026

Dot Product (Dot)

This article explains how to use Vector3.Dot in Unity to quickly determine whether a Player is in front of or behind an Enemy, especially for Action/Stealth gameplay such as normal attacks versus backstabs. It covers the dot product range, the need to normalize vectors, how to set up the enemy forward vector and the enemy-to-player vector, and how to use a threshold for fairer assassination detection. It also adds a senior-level anti-exploit tip: check whether the Player is actually facing the Enemy so players cannot abuse positioning and hit detection. The article ends by noting that Vector3.Dot can also be used for shield blocking, stealth vision, enemy field of view, and other combat systems.

Minh Khoa
13 min
213
23
Unity
Jun 6, 2026

The Difference URP & HDRP

This article explains the main differences between Unity’s URP and HDRP. URP is presented as the lightweight, high-performance choice for mobile, WebGL, Nintendo Switch, VR, 2D, indie, and stylized games, while HDRP is described as the high-end pipeline for photorealistic visuals, advanced lighting, and AAA or ArchViz projects on PC and consoles. It also compares their goals, platform support, lighting, materials, learning curve, and project size, and recommends choosing URP by default unless a project clearly needs HDRP’s visual fidelity.

Minh Khoa
15 min
114
39
Unity
Jun 6, 2026

Photon Quantum

This article explains Photon Quantum as a deterministic multiplayer engine for Unity built on ECS and predict/rollback networking. It covers the core mental model of separating Quantum simulation from Unity view, how input, commands, events, and signals work, how .qtn DSL, Frame, physics, KCC, and assets fit together, and why Quantum is best for fast, fair competitive games that need rollback rather than simple state sync. It also ends with practical guidance, common pitfalls, and when to choose Quantum over Fusion or PUN.

Minh Khoa
25 min
179
42
Unity
May 25, 2026

UniTask & Related Topics

This article explains what UniTask is and why it is widely used in Unity. It compares UniTask with Coroutine and C# async Task, showing how UniTask reduces GC allocations, supports await for many Unity workflows, works with CancellationToken and multithreading, and integrates well with tools like DOTween and Addressables. It also covers when to use UniTask in real game projects and why it is often a better choice than traditional callbacks, Coroutine, or Task.

Minh Khoa
25 min
223
33
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