Wednesday, August 26, 2026

Anomaly Hours: Forest Cabin Devlog Massive Update. All Cameras Exposed - YouTube Gameplay Video & More News!

Hey guys! Welcome to another Anomaly Hours: Forest Cabin big update. It's been awhile since my last one, and that's because I haven't sat still! 

First and foremost, a big thank you to everybody who has wish-listed the game on Steam. With around 114(!) wish-lists already!! Thank you!

The news is that many features were added to my upcoming survival horror anomaly game. I won't go over all of them, but let's go over on the things that I want to highlight. In this update I'll show you all the camera views of the game! Also, what to expect when you play through all the anomaly hours - and some behind the scenes stuff if you're interested. The planned release date is Q4 of 2026!

 

 

Monday, August 24, 2026

UnityAction vs UnityEvent: The Real Difference (And When to Use Each)

Back in the day when I first started programming in Unity (during COVID) this was probably one those hard concepts to wrap my head around. I kept mixing them up, and didn't know which one to use when. When I did a google search I was left even more confused! I thought, hey, now that I actually understand the whole thing; why not write an article about it because it's actually really simple.

So, do you use a UnityAction, or do you opt for a UnityEvent? They sound kind of the same. They show up in similar places, and yet mixing them up in the wrong context can leave you debugging phantom null references for a loooooong time, wondering why your inventory system just... stopped listening.

So, let me try to explain it in my own words and hopefully I can make some sense of it all, including exactly when to use UnityEvent in Unity, and when it's just adding overhead for no reason.



Friday, August 21, 2026

Inheritance vs Composition in Unity: Which One Should You Use?

How many time have you argued with yourself: should this Enemy class inherit from a base Character class, or should it just be a GameObject wearing a trench coat made of components? Welcome to the inheritance vs composition in Unity debate, a fight that predates Unity by decades, but hits differently when you're the only person who has to live with the consequences of your own architecture.

This isn't an academic computer science debate for you. You're a solo dev. There's no team lead to quietly blame when your class hierarchy buckles under its own weight six months from now. So let's skip the theory-heavy stuff and talk about what actually matters when you're picking a side (or perhaps, you choose a combination of both in your project).

Let do it!

Wednesday, August 19, 2026

5 More Unity Coding Techniques Beginner Developers Probably Don't Know (Part 2)

Back for round two? Good. I hope you've read the previous article. 

If Part 1 covered TryGetComponent & friends, this batch is about the stuff that happens around your components like tags, cameras, and the Inspector itself quietly judging your field values.

Same thing as before: five more practical Unity coding techniques for beginners, real code and no fillers.

 Let's begin!

 

 

Monday, August 17, 2026

5 Coding Techniques Beginner Unity Developers Probably Don't Know

So you've got Start() and Update() down cold. You can drag a reference into the Inspector in your sleep. But somewhere between "my game runs" and "my game runs well," there's a pile of small C# tricks that never quite make it into the beginner tutorials because, let's be honest, most tutorials are just trying to get a cube to move.

This is the good stuff you'll eventually come across, just like I did. Five underrated Unity coding techniques for beginners, with real code, zero fluff!

 

Why These Unity Coding Techniques for Beginners Actually Matter

If you're a solo dev, you're the programmer, designer, and marketing team all at once. That means every shortcut that saves you five minutes today saves you an hour six months from now when you've forgotten why you wrote something the way you did.

These are NOT advanced architecture patterns. You won't need a computer science degree or a whiteboard full of arrows. They're small, practical Unity coding techniques for beginners that quietly make your code safer, faster to write, and less likely to break the moment you rename something.

Let's dive in!