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Friday, October 9, 2026

Classes vs Structs in C# Explained: Reference Types vs Value Types, With Real Unity Examples Like Vector3 And Why It Matters

TGIF! Here's another blog post about a decision that seems small at first but actually shapes how your data behaves under the hood: classes vs structs C#. If you've ever wondered why Unity uses Vector3 (a struct) constantly but your own custom data types are usually classes, this one's for you. Especially as a beginner, it's important to understand the differences between the two, since it can affect performance in your project! We're going to elaborate on the stack and the heap, and how exactly things are computed under the hood.


Let's dive in!

Wednesday, October 7, 2026

C# Operators Explained: Arithmetic, Comparison, and Logical (Plus the = vs == Trap)

If today == Wednesday && rainyWeather == false, then it's the perfect time to write a blog post about C# operators!

But what if today != Wednesday || any other day of the week? || weather == rainyWeather? Well, in that case, we could always grab a coffee, wait a little while, and try again.

Of course, we could also check whether coffee > motivation, whether deadline <= procrastination, || whether developer == "me" && coffee >= 2.

And if all of those conditions evaluate to true, then congratulations: you've already started using operators!

So, let's take a look at the little symbols that let us compare, calculate, assign, and make decisions in C#. After all, without operators, our code would have a pretty hard time doing much of anything.


Let's take a closer look, shall we?

Monday, October 5, 2026

Methods and Functions in C# Explained: A Unity Dev's Guide

It's Monday... I know. But what better day to start the week with a blog post about the thing that saves you from writing the same chunk of code 50 times across your project: methods in C#. If you've ever copy-pasted a block of code into three different scripts and then had to fix a bug in all three places separately, this one's for you. We're going over what it is exactly, and the best way to implement methods when you're building your program.


Let's go!

Friday, October 2, 2026

Arrays vs Lists in C#: Which One Should You Use In Unity?

TGIF! Welcome to another blog post about a question nearly every beginner Unity dev asks at some point: should this be an array or a List? And if you're absolutely new to coding, what is it exactly? If you've ever stared at an inventory system or a spawn pool wondering which one to reach for, you're in the right place. 


Let's go over this together!

Friday, September 25, 2026

If And Switch Statements In C# Explained: Conditional Logic For Unity Devs

It's Friday!! And welcome to another blog post about a piece of logic you'll write more than almost anything else in your game: if statements in C#. If you've built even a tiny prototype in Unity, you've already written dozens of these without necessarily thinking about the "why" behind them: checking if the player's health hit zero, checking if a key was pressed, checking if an enemy is in range. 


Let's dive in!

Friday, September 18, 2026

Loops in Coding Explained: for, while, foreach, and do-while in C#

Today is a beautiful day to talk about one of the most useful tools in your programming toolbox: loops in coding. I'm not talking about the Update of Fixed update loops, or Coroutines, for that matter. And why today specifically? Well, I don't know - had to do an intro - and it sounded pretty good.

We're going over the 4 major types of loops you need to know. If you've ever found yourself copy-pasting the same line of code five, ten, or twenty times just to do the same thing over and over, you're about to feel a little silly, because that's exactly what loops are built to solve. 

Let's dive in!

Wednesday, September 16, 2026

Variables In Coding Explained: int, float, double, And Every Type In Between


Welcome to another blog post about the absolute bread and butter of programming: variables in coding. If you're just starting out, you've probably already typed something like int score = 0; without really knowing why it works, or why it had to be int and not something else. Alright, that's fair; hardly anybody explains it well the first time around. 

Maybe I can shine some light on this topic.


Monday, September 14, 2026

The 4 OOP Principles Every Unity Developer Should Know And Actually Use

You've probably heard of Object Oriented Programming, but what does it mean exactly? One may think it's pretty obvious. Well, it's not. OOP is one of those terms that gets thrown around in job listings and Reddit threads until it stops meaning anything.

Here's the thing though: Unity is built on OOP. Every MonoBehaviour you've ever written is a class. Every GameObject you drag components onto is basically a walking demonstration of composition. So whether you've been "using OOP" on purpose or by accident, you've already got your hands dirty.

The 4 principles; encapsulation, inheritance, polymorphism, and abstraction, all sound like you need a degree in computer programming - but after reading this article, you'll be surprised how simple it really is. They're the difference between a codebase you can expand on for years and one that collapses the moment you add a third enemy type. Let's go through them one at a time, Unity-style.

Wednesday, September 9, 2026

Understanding the Unity Game Loop: Awake, Start, Update, and Everything Else Explained

Welcome to another blog post about the stuff that quietly runs your entire game, whether you think about it or not. This Wednesday's topic: understanding the game loop in Unity; Awake, Start, Update, FixedUpdate, LateUpdate, OnEnable, OnDisable, Reset, teardown methods, coroutines, and a peek at the rendering callbacks.

If you've ever wondered why your player controller moves like it's had too much coffee on some frames and none on others, or why a script that "should" be running just... isn't, chances are you've got a game loop misunderstanding on your hands. 

This stuff isn't glamorous, but it's foundational. Get it wrong, and every system you build on top of it inherits the wobble.


Let's have a closer look at how it all works together.

Monday, September 7, 2026

Delegates, Events, Actions and Func in Unity: When to Use Each One

Welcome to another blog post about one of those C# topics that trips up almost every solo game developer at some point: delegates, events, Action, and Func. If you've ever stared at a tutorial and thought "okay but why would I use this over just calling a method directly," well, ..you're in the right place. 

Let's take a look shall we?