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Topic review
The full numbered structure: 15 topics, 66 workflows. Comment by number, for example T6.2.
T1 Project setup
Scan an empty folder, confirm how the project starts, clear the legal risks, design the systems, and keep pipeline and pitfall records from day one.
T2 Scene flow
Boot, load, swap and tear down scenes, with readiness gates that cannot open before the content is really there.
T3 Unity programming
C# standards, object lifetimes, serialized assets, input gating, editor tools and pathfinding for MonoBehaviour code.
T4 Verify & test
Prove a change compiles in the right assemblies and behaves in live play driven through Unity MCP.
T5 DOTS
What Entities, Burst and Jobs each do, then the ECS rules, simulation patterns and skinned animation for entities.
T6 Networking
Choose a netcode stack by game size, connect players through Unity Multiplayer Services, and apply the NGO, Mirror and Netcode for Entities rules.
- T6.1 Networking stacks by game size: NGO, Netcode for Entities, Mirror, FishNet, Photon
- T6.2 Unity Multiplayer Services: Sessions, Relay, Lobby, Matchmaker and hosting
- T6.3 Choosing a netcode stack & Netcode for GameObjects
- T6.4 Mirror networking
- T6.5 DOTS NetCode: ghosts & prediction
- T6.6 DOTS NetCode at scale
- T6.7 Pitfalls: netcode & persistence
T7 UI
Design screens that read well, then build them in UI Toolkit or uGUI and keep them working in portrait and landscape.
T8 Art & models
Generate 3D models with AI, clean up the meshes, and drive Blender from an agent.
T9 Animation
Build Mecanim controllers, layers and avatars that play correctly, locally and over the network.
T10 Rendering & VFX
Set up URP, keep shaders and captures honest, and build visual effects with or without AllIn1.
- T10.1 Rendering & URP
- T10.2 VFX
- T10.3 VFX with AllIn1
- T10.4 Pitfalls: rendering & captures
T11 Audio
Choose an audio engine, import and mix clips from measurements, place sounds in 3D, budget voices, schedule music, and time cues to the picture.
- T11.1 Audio architecture and engine choice
- T11.2 Audio import settings and memory
- T11.3 Mixers, snapshots, ducking and loudness
- T11.4 Spatial and 3D audio
- T11.5 Voices, priorities and virtual voices
- T11.6 Music and adaptive audio
- T11.7 Timing cues to picture and gameplay
- T11.8 Mobile audio: session, mute and background
T12 Authored content
Keep game data in assets a human can open and edit in the Editor: ScriptableObjects, prefabs, importers and baked output, checked by validators.
T13 Performance
Measure frame time and memory before changing anything, and audit how content is produced before it costs frames.
- T13.1 Performance & memory
- T13.2 Content production audit
T14 Shipping
Build players for each platform, integrate Android vendor SDKs, and avoid the batchmode and automation traps.
T15 Live services
Run Unity Gaming Services in production, and compare PlayFab, Firebase, Epic Online Services and Nakama.